diff options
Diffstat (limited to 'src/glamor_render.c')
-rw-r--r-- | src/glamor_render.c | 1531 |
1 files changed, 1531 insertions, 0 deletions
diff --git a/src/glamor_render.c b/src/glamor_render.c new file mode 100644 index 0000000..7f52c7b --- /dev/null +++ b/src/glamor_render.c @@ -0,0 +1,1531 @@ +/* + * Copyright © 2009 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS + * IN THE SOFTWARE. + * + * Authors: + * Eric Anholt <eric@anholt.net> + * + */ + +/** @file glamor_render.c + * + * Render acceleration implementation + */ + +#include "glamor_priv.h" + +#ifdef RENDER +#include "mipict.h" +#include "fbpict.h" + +//#include "glu3/glu3.h" + +struct shader_key { + enum shader_source source; + enum shader_mask mask; + enum shader_in in; +}; + +struct blendinfo { + Bool dest_alpha; + Bool source_alpha; + GLenum source_blend; + GLenum dest_blend; +}; + +static struct blendinfo composite_op_info[] = { + [PictOpClear] = {0, 0, GL_ZERO, GL_ZERO}, + [PictOpSrc] = {0, 0, GL_ONE, GL_ZERO}, + [PictOpDst] = {0, 0, GL_ZERO, GL_ONE}, + [PictOpOver] = {0, 1, GL_ONE, GL_ONE_MINUS_SRC_ALPHA}, + [PictOpOverReverse] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ONE}, + [PictOpIn] = {1, 0, GL_DST_ALPHA, GL_ZERO}, + [PictOpInReverse] = {0, 1, GL_ZERO, GL_SRC_ALPHA}, + [PictOpOut] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ZERO}, + [PictOpOutReverse] = {0, 1, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA}, + [PictOpAtop] = {1, 1, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA}, + [PictOpAtopReverse] = {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA}, + [PictOpXor] = + {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA}, + [PictOpAdd] = {0, 0, GL_ONE, GL_ONE}, +}; + +static GLuint +glamor_create_composite_fs(glamor_gl_dispatch * dispatch, + struct shader_key *key) +{ + const char *source_solid_fetch = + GLAMOR_DEFAULT_PRECISION + "uniform vec4 source;\n" + "vec4 get_source()\n" "{\n" " return source;\n" "}\n"; + const char *source_alpha_pixmap_fetch = + GLAMOR_DEFAULT_PRECISION + "varying vec2 source_texture;\n" + "uniform sampler2D source_sampler;\n" + "vec4 get_source()\n" + "{\n" " return texture2D(source_sampler, source_texture);\n" + "}\n"; + const char *source_pixmap_fetch = + GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n" + "uniform sampler2D source_sampler;\n" "vec4 get_source()\n" + "{\n" + " return vec4(texture2D(source_sampler, source_texture).rgb, 1);\n" + "}\n"; + const char *mask_solid_fetch = + GLAMOR_DEFAULT_PRECISION "uniform vec4 mask;\n" + "vec4 get_mask()\n" "{\n" " return mask;\n" "}\n"; + const char *mask_alpha_pixmap_fetch = + GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n" + "uniform sampler2D mask_sampler;\n" "vec4 get_mask()\n" "{\n" + " return texture2D(mask_sampler, mask_texture);\n" "}\n"; + const char *mask_pixmap_fetch = + GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n" + "uniform sampler2D mask_sampler;\n" "vec4 get_mask()\n" "{\n" + " return vec4(texture2D(mask_sampler, mask_texture).rgb, 1);\n" + "}\n"; + const char *in_source_only = + GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n" + " gl_FragColor = get_source();\n" "}\n"; + const char *in_normal = + GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n" + " gl_FragColor = get_source() * get_mask().a;\n" "}\n"; + const char *in_ca_source = + GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n" + " gl_FragColor = get_source() * get_mask();\n" "}\n"; + const char *in_ca_alpha = + GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n" + " gl_FragColor = get_source().a * get_mask();\n" "}\n"; + char *source; + const char *source_fetch; + const char *mask_fetch = ""; + const char *in; + GLuint prog; + + switch (key->source) { + case SHADER_SOURCE_SOLID: + source_fetch = source_solid_fetch; + break; + case SHADER_SOURCE_TEXTURE_ALPHA: + source_fetch = source_alpha_pixmap_fetch; + break; + case SHADER_SOURCE_TEXTURE: + source_fetch = source_pixmap_fetch; + break; + default: + FatalError("Bad composite shader source"); + } + + switch (key->mask) { + case SHADER_MASK_NONE: + break; + case SHADER_MASK_SOLID: + mask_fetch = mask_solid_fetch; + break; + case SHADER_MASK_TEXTURE_ALPHA: + mask_fetch = mask_alpha_pixmap_fetch; + break; + case SHADER_MASK_TEXTURE: + mask_fetch = mask_pixmap_fetch; + break; + default: + FatalError("Bad composite shader mask"); + } + + switch (key->in) { + case SHADER_IN_SOURCE_ONLY: + in = in_source_only; + break; + case SHADER_IN_NORMAL: + in = in_normal; + break; + case SHADER_IN_CA_SOURCE: + in = in_ca_source; + break; + case SHADER_IN_CA_ALPHA: + in = in_ca_alpha; + break; + default: + FatalError("Bad composite IN type"); + } + + XNFasprintf(&source, "%s%s%s", source_fetch, mask_fetch, in); + + + prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, + source); + free(source); + + return prog; +} + +static GLuint +glamor_create_composite_vs(glamor_gl_dispatch * dispatch, + struct shader_key *key) +{ + const char *main_opening = + "attribute vec4 v_position;\n" + "attribute vec4 v_texcoord0;\n" + "attribute vec4 v_texcoord1;\n" + "varying vec2 source_texture;\n" + "varying vec2 mask_texture;\n" + "void main()\n" "{\n" " gl_Position = v_position;\n"; + const char *source_coords = + " source_texture = v_texcoord0.xy;\n"; + const char *mask_coords = " mask_texture = v_texcoord1.xy;\n"; + const char *main_closing = "}\n"; + const char *source_coords_setup = ""; + const char *mask_coords_setup = ""; + char *source; + GLuint prog; + + if (key->source != SHADER_SOURCE_SOLID) + source_coords_setup = source_coords; + + if (key->mask != SHADER_MASK_NONE + && key->mask != SHADER_MASK_SOLID) + mask_coords_setup = mask_coords; + + XNFasprintf(&source, + "%s%s%s%s", + main_opening, + source_coords_setup, mask_coords_setup, main_closing); + + prog = + glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, source); + free(source); + + return prog; +} + +static void +glamor_create_composite_shader(ScreenPtr screen, struct shader_key *key, + glamor_composite_shader * shader) +{ + GLuint vs, fs, prog; + GLint source_sampler_uniform_location, + mask_sampler_uniform_location; + glamor_screen_private *glamor = glamor_get_screen_private(screen); + glamor_gl_dispatch *dispatch = &glamor->dispatch; + + vs = glamor_create_composite_vs(dispatch, key); + if (vs == 0) + return; + fs = glamor_create_composite_fs(dispatch, key); + if (fs == 0) + return; + + prog = dispatch->glCreateProgram(); + dispatch->glAttachShader(prog, vs); + dispatch->glAttachShader(prog, fs); + + dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_POS, + "v_position"); + dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_SOURCE, + "v_texcoord0"); + dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_MASK, + "v_texcoord1"); + + glamor_link_glsl_prog(dispatch, prog); + + shader->prog = prog; + + dispatch->glUseProgram(prog); + + if (key->source == SHADER_SOURCE_SOLID) { + shader->source_uniform_location = + dispatch->glGetUniformLocation(prog, "source"); + } else { + source_sampler_uniform_location = + dispatch->glGetUniformLocation(prog, "source_sampler"); + dispatch->glUniform1i(source_sampler_uniform_location, 0); + } + + if (key->mask != SHADER_MASK_NONE) { + if (key->mask == SHADER_MASK_SOLID) { + shader->mask_uniform_location = + dispatch->glGetUniformLocation(prog, "mask"); + } else { + mask_sampler_uniform_location = + dispatch->glGetUniformLocation(prog, + "mask_sampler"); + dispatch->glUniform1i + (mask_sampler_uniform_location, 1); + } + } +} + +static glamor_composite_shader * +glamor_lookup_composite_shader(ScreenPtr screen, struct + shader_key + *key) +{ + glamor_screen_private *glamor_priv = + glamor_get_screen_private(screen); + glamor_composite_shader *shader; + + shader = + &glamor_priv->composite_shader[key->source][key-> + mask][key->in]; + if (shader->prog == 0) + glamor_create_composite_shader(screen, key, shader); + + return shader; +} + +#define GLAMOR_COMPOSITE_VBO_SIZE 8192 + +static void +glamor_reset_composite_vbo(ScreenPtr screen) +{ + glamor_screen_private *glamor_priv = + glamor_get_screen_private(screen); + glamor_priv->vbo_offset = 0; + glamor_priv->vbo_size = GLAMOR_COMPOSITE_VBO_SIZE; + glamor_priv->render_nr_verts = 0; +} + + +void +glamor_init_composite_shaders(ScreenPtr screen) +{ + glamor_screen_private *glamor_priv = + glamor_get_screen_private(screen); + glamor_priv->vb = malloc(GLAMOR_COMPOSITE_VBO_SIZE); + assert(glamor_priv->vb != NULL); + glamor_reset_composite_vbo(screen); +} + +static Bool +glamor_set_composite_op(ScreenPtr screen, + CARD8 op, PicturePtr dest, PicturePtr mask) +{ + GLenum source_blend, dest_blend; + struct blendinfo *op_info; + glamor_screen_private *glamor_priv = + glamor_get_screen_private(screen); + glamor_gl_dispatch *dispatch = &glamor_priv->dispatch; + + if (op >= ARRAY_SIZE(composite_op_info)) { + glamor_fallback("unsupported render op %d \n", op); + return GL_FALSE; + } + op_info = &composite_op_info[op]; + + source_blend = op_info->source_blend; + dest_blend = op_info->dest_blend; + + /* If there's no dst alpha channel, adjust the blend op so that we'll treat + * it as always 1. + */ + if (PICT_FORMAT_A(dest->format) == 0 && op_info->dest_alpha) { + if (source_blend == GL_DST_ALPHA) + source_blend = GL_ONE; + else if (source_blend == GL_ONE_MINUS_DST_ALPHA) + source_blend = GL_ZERO; + } + + /* Set up the source alpha value for blending in component alpha mode. */ + if (mask && mask->componentAlpha + && PICT_FORMAT_RGB(mask->format) != 0 && op_info->source_alpha) + { + if (source_blend != GL_ZERO) { + glamor_fallback + ("Dual-source composite blending not supported\n"); + return GL_FALSE; + } + if (dest_blend == GL_SRC_ALPHA) + dest_blend = GL_SRC_COLOR; + else if (dest_blend == GL_ONE_MINUS_SRC_ALPHA) + dest_blend = GL_ONE_MINUS_SRC_COLOR; + } + + if (source_blend == GL_ONE && dest_blend == GL_ZERO) { + dispatch->glDisable(GL_BLEND); + } else { + dispatch->glEnable(GL_BLEND); + dispatch->glBlendFunc(source_blend, dest_blend); + } + return TRUE; +} + +static void +glamor_set_composite_texture(ScreenPtr screen, int unit, + PicturePtr picture, + glamor_pixmap_private * pixmap_priv) +{ + glamor_screen_private *glamor_priv = + glamor_get_screen_private(screen); + glamor_gl_dispatch *dispatch = &glamor_priv->dispatch; + dispatch->glActiveTexture(GL_TEXTURE0 + unit); + dispatch->glBindTexture(GL_TEXTURE_2D, pixmap_priv->tex); + switch (picture->repeatType) { + case RepeatNone: +#ifndef GLAMOR_GLES2 + /* XXX GLES2 doesn't support GL_CLAMP_TO_BORDER. */ + dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, + GL_CLAMP_TO_BORDER); + dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, + GL_CLAMP_TO_BORDER); +#endif + break; + case RepeatNormal: + dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, + GL_REPEAT); + dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, + GL_REPEAT); + break; + case RepeatPad: + dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, + GL_CLAMP_TO_EDGE); + dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, + GL_CLAMP_TO_EDGE); + break; + case RepeatReflect: + dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, + GL_MIRRORED_REPEAT); + dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, + GL_MIRRORED_REPEAT); + break; + } + + switch (picture->filter) { + case PictFilterNearest: + dispatch->glTexParameteri(GL_TEXTURE_2D, + GL_TEXTURE_MIN_FILTER, + GL_NEAREST); + dispatch->glTexParameteri(GL_TEXTURE_2D, + GL_TEXTURE_MAG_FILTER, + GL_NEAREST); + break; + case PictFilterBilinear: + default: + dispatch->glTexParameteri(GL_TEXTURE_2D, + GL_TEXTURE_MIN_FILTER, + GL_LINEAR); + dispatch->glTexParameteri(GL_TEXTURE_2D, + GL_TEXTURE_MAG_FILTER, + GL_LINEAR); + break; + } +#ifndef GLAMOR_GLES2 + dispatch->glEnable(GL_TEXTURE_2D); +#endif +} + +static void +glamor_set_composite_solid(glamor_gl_dispatch * dispatch, float *color, + GLint uniform_location) +{ + dispatch->glUniform4fv(uniform_location, 1, color); +} + +static int +compatible_formats(CARD8 op, PicturePtr dst, PicturePtr src) +{ + if (op == PictOpSrc) { + if (src->format == dst->format) + return 1; + + if (src->format == PICT_a8r8g8b8 + && dst->format == PICT_x8r8g8b8) + return 1; + + if (src->format == PICT_a8b8g8r8 + && dst->format == PICT_x8b8g8r8) + return 1; + } else if (op == PictOpOver) { + if (src->alphaMap || dst->alphaMap) + return 0; + + if (src->format != dst->format) + return 0; + + if (src->format == PICT_x8r8g8b8 + || src->format == PICT_x8b8g8r8) + return 1; + } + + return 0; +} + +static char +glamor_get_picture_location(PicturePtr picture) +{ + if (picture == NULL) + return ' '; + + if (picture->pDrawable == NULL) { + switch (picture->pSourcePict->type) { + case SourcePictTypeSolidFill: + return 'c'; + case SourcePictTypeLinear: + return 'l'; + case SourcePictTypeRadial: + return 'r'; + default: + return '?'; + } + } + return glamor_get_drawable_location(picture->pDrawable); +} + +static Bool +glamor_composite_with_copy(CARD8 op, + PicturePtr source, + PicturePtr dest, + INT16 x_source, + INT16 y_source, + INT16 x_dest, + INT16 y_dest, CARD16 width, CARD16 height) +{ + RegionRec region; + + if (!source->pDrawable) + return FALSE; + + if (!compatible_formats(op, dest, source)) + return FALSE; + + if (source->repeat || source->transform) + return FALSE; + + x_dest += dest->pDrawable->x; + y_dest += dest->pDrawable->y; + x_source += source->pDrawable->x; + y_source += source->pDrawable->y; + + if (!miComputeCompositeRegion(®ion, + source, NULL, dest, + x_source, y_source, + 0, 0, x_dest, y_dest, width, height)) + return TRUE; + + glamor_copy_n_to_n(source->pDrawable, + dest->pDrawable, NULL, + REGION_RECTS(®ion), + REGION_NUM_RECTS(®ion), + x_source - x_dest, y_source - y_dest, + FALSE, FALSE, 0, NULL); + REGION_UNINIT(dest->pDrawable->pScreen, ®ion); + return TRUE; +} + +static void +glamor_setup_composite_vbo(ScreenPtr screen) +{ + glamor_screen_private *glamor_priv = + glamor_get_screen_private(screen); + glamor_gl_dispatch *dispatch = &glamor_priv->dispatch; + + glamor_priv->vb_stride = 2 * sizeof(float); + if (glamor_priv->has_source_coords) + glamor_priv->vb_stride += 2 * sizeof(float); + if (glamor_priv->has_mask_coords) + glamor_priv->vb_stride += 2 * sizeof(float); + + dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo); + + dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, + GL_FALSE, glamor_priv->vb_stride, + (void *) ((long) + glamor_priv->vbo_offset)); + dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS); + + if (glamor_priv->has_source_coords) { + dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, + GL_FLOAT, GL_FALSE, + glamor_priv->vb_stride, + (void *) ((long) + glamor_priv->vbo_offset + + + 2 * + sizeof(float))); + dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); + } + + if (glamor_priv->has_mask_coords) { + dispatch->glVertexAttribPointer(GLAMOR_VERTEX_MASK, 2, + GL_FLOAT, GL_FALSE, + glamor_priv->vb_stride, + (void *) ((long) + glamor_priv->vbo_offset + + + (glamor_priv->has_source_coords + ? 4 : 2) * + sizeof(float))); + dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_MASK); + } +} + +static void +glamor_emit_composite_vert(ScreenPtr screen, + const float *src_coords, + const float *mask_coords, + const float *dst_coords, int i) +{ + glamor_screen_private *glamor_priv = + glamor_get_screen_private(screen); + float *vb = (float *) (glamor_priv->vb + glamor_priv->vbo_offset); + int j = 0; + + vb[j++] = dst_coords[i * 2 + 0]; + vb[j++] = dst_coords[i * 2 + 1]; + if (glamor_priv->has_source_coords) { + vb[j++] = src_coords[i * 2 + 0]; + vb[j++] = src_coords[i * 2 + 1]; + } + if (glamor_priv->has_mask_coords) { + vb[j++] = mask_coords[i * 2 + 0]; + vb[j++] = mask_coords[i * 2 + 1]; + } + + glamor_priv->render_nr_verts++; + glamor_priv->vbo_offset += glamor_priv->vb_stride; +} + +static void +glamor_flush_composite_rects(ScreenPtr screen) +{ + glamor_screen_private *glamor_priv = + glamor_get_screen_private(screen); + glamor_gl_dispatch *dispatch = &glamor_priv->dispatch; + if (!glamor_priv->render_nr_verts) + return; + dispatch->glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset, + glamor_priv->vb, GL_STREAM_DRAW); + + dispatch->glDrawArrays(GL_TRIANGLES, 0, + glamor_priv->render_nr_verts); + glamor_reset_composite_vbo(screen); +} + +static void +glamor_emit_composite_rect(ScreenPtr screen, + const float *src_coords, + const float *mask_coords, + const float *dst_coords) +{ + glamor_screen_private *glamor_priv = + glamor_get_screen_private(screen); + glamor_gl_dispatch *dispatch = &glamor_priv->dispatch; + + if (glamor_priv->vbo_offset + 6 * glamor_priv->vb_stride > + glamor_priv->vbo_size) { + glamor_flush_composite_rects(screen); + } + + if (glamor_priv->vbo_offset == 0) { + if (glamor_priv->vbo == 0) + dispatch->glGenBuffers(1, &glamor_priv->vbo); + + glamor_setup_composite_vbo(screen); + } + + glamor_emit_composite_vert(screen, src_coords, mask_coords, + dst_coords, 0); + glamor_emit_composite_vert(screen, src_coords, mask_coords, + dst_coords, 1); + glamor_emit_composite_vert(screen, src_coords, mask_coords, + dst_coords, 2); + glamor_emit_composite_vert(screen, src_coords, mask_coords, + dst_coords, 0); + glamor_emit_composite_vert(screen, src_coords, mask_coords, + dst_coords, 2); + glamor_emit_composite_vert(screen, src_coords, mask_coords, + dst_coords, 3); +} + + +int pict_format_combine_tab[][3] = { + {PICT_TYPE_ARGB, PICT_TYPE_A, PICT_TYPE_ARGB}, + {PICT_TYPE_ABGR, PICT_TYPE_A, PICT_TYPE_ABGR}, +}; + +static Bool +combine_pict_format(PictFormatShort * des, const PictFormatShort src, + const PictFormatShort mask, enum shader_in in_ca) +{ + PictFormatShort new_vis; + int src_type, mask_type, src_bpp, mask_bpp; + int i; + if (src == mask) { + *des = src; + return TRUE; + } + src_bpp = PICT_FORMAT_BPP(src); + mask_bpp = PICT_FORMAT_BPP(mask); + + assert(src_bpp == mask_bpp); + + new_vis = PICT_FORMAT_VIS(src) | PICT_FORMAT_VIS(mask); + + switch (in_ca) { + case SHADER_IN_SOURCE_ONLY: + return TRUE; + case SHADER_IN_NORMAL: + src_type = PICT_FORMAT_TYPE(src); + mask_type = PICT_TYPE_A; + break; + case SHADER_IN_CA_SOURCE: + src_type = PICT_FORMAT_TYPE(src); + mask_type = PICT_FORMAT_TYPE(mask); + break; + case SHADER_IN_CA_ALPHA: + src_type = PICT_TYPE_A; + mask_type = PICT_FORMAT_TYPE(mask); + break; + default: + return FALSE; + } + + + if (src_type == mask_type) { + *des = PICT_VISFORMAT(src_bpp, src_type, new_vis); + return TRUE; + } + + for (i = 0; + i < + sizeof(pict_format_combine_tab) / + sizeof(pict_format_combine_tab[0]); i++) { + if ((src_type == pict_format_combine_tab[i][0] + && mask_type == pict_format_combine_tab[i][1]) + || (src_type == pict_format_combine_tab[i][1] + && mask_type == pict_format_combine_tab[i][0])) { + *des = PICT_VISFORMAT(src_bpp, + pict_format_combine_tab[i] + [2], new_vis); + return TRUE; + } + } + return FALSE; +} + +static Bool +glamor_composite_with_shader(CARD8 op, + PicturePtr source, + PicturePtr mask, + PicturePtr dest, + int nrect, glamor_composite_rect_t * rects) +{ + ScreenPtr screen = dest->pDrawable->pScreen; + glamor_screen_private *glamor_priv = + glamor_get_screen_private(screen); + glamor_gl_dispatch *dispatch = &glamor_priv->dispatch; + PixmapPtr dest_pixmap = + glamor_get_drawable_pixmap(dest->pDrawable); + PixmapPtr source_pixmap = NULL, mask_pixmap = NULL; + glamor_pixmap_private *source_pixmap_priv = NULL; + glamor_pixmap_private *mask_pixmap_priv = NULL; + glamor_pixmap_private *dest_pixmap_priv = NULL; + GLfloat dst_xscale, dst_yscale; + GLfloat mask_xscale = 1, mask_yscale = 1, src_xscale = + 1, src_yscale = 1; + struct shader_key key; + glamor_composite_shader *shader; + RegionRec region; + float vertices[8], source_texcoords[8], mask_texcoords[8]; + int i; + BoxPtr box; + int dest_x_off, dest_y_off; + int source_x_off, source_y_off; + int mask_x_off, mask_y_off; + enum glamor_pixmap_status source_status = GLAMOR_NONE; + enum glamor_pixmap_status mask_status = GLAMOR_NONE; + PictFormatShort saved_source_format = 0; + float src_matrix[9], mask_matrix[9]; + GLfloat source_solid_color[4], mask_solid_color[4]; + + dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap); + + if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) { + glamor_fallback("dest has no fbo.\n"); + goto fail; + } + memset(&key, 0, sizeof(key)); + if (!source->pDrawable) { + if (source->pSourcePict->type == SourcePictTypeSolidFill) { + key.source = SHADER_SOURCE_SOLID; + glamor_get_rgba_from_pixel(source-> + pSourcePict->solidFill. + color, + &source_solid_color[0], + &source_solid_color[1], + &source_solid_color[2], + &source_solid_color[3], + PICT_a8r8g8b8); + } else { + glamor_fallback("gradient source\n"); + goto fail; + } + } else { + key.source = SHADER_SOURCE_TEXTURE_ALPHA; + } + if (mask) { + if (!mask->pDrawable) { + if (mask->pSourcePict->type == + SourcePictTypeSolidFill) { + key.mask = SHADER_MASK_SOLID; + glamor_get_rgba_from_pixel + (mask->pSourcePict->solidFill.color, + &mask_solid_color[0], + &mask_solid_color[1], + &mask_solid_color[2], + &mask_solid_color[3], PICT_a8r8g8b8); + } else { + glamor_fallback("gradient mask\n"); + goto fail; + } + } else { + key.mask = SHADER_MASK_TEXTURE_ALPHA; + } + + if (!mask->componentAlpha) { + key.in = SHADER_IN_NORMAL; + } else { + /* We only handle two CA modes. */ + if (op == PictOpAdd) + key.in = SHADER_IN_CA_SOURCE; + else if (op == PictOpOutReverse) { + key.in = SHADER_IN_CA_ALPHA; + } else { + glamor_fallback + ("Unsupported component alpha op: %d\n", + op); + goto fail; + } + } + } else { + key.mask = SHADER_MASK_NONE; + key.in = SHADER_IN_SOURCE_ONLY; + } + + if (source->alphaMap) { + glamor_fallback("source alphaMap\n"); + goto fail; + } + if (mask && mask->alphaMap) { + glamor_fallback("mask alphaMap\n"); + goto fail; + } + if (key.source == SHADER_SOURCE_TEXTURE || + key.source == SHADER_SOURCE_TEXTURE_ALPHA) { + source_pixmap = + glamor_get_drawable_pixmap(source->pDrawable); + source_pixmap_priv = + glamor_get_pixmap_private(source_pixmap); + if (source_pixmap == dest_pixmap) { + glamor_fallback("source == dest\n"); + goto fail; + } + if (!source_pixmap_priv || source_pixmap_priv->gl_fbo == 0) { + /* XXX in Xephyr, we may have gl_fbo equal to 1 but gl_tex + * equal to zero when the pixmap is screen pixmap. Then we may + * refer the tex zero directly latter in the composition. + * It seems that it works fine, but it may have potential problem*/ +#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD + source_status = GLAMOR_UPLOAD_PENDING; +#else + glamor_fallback("no texture in source\n"); + goto fail; +#endif + } else if (source_pixmap_priv->pending_op.type == + GLAMOR_PENDING_FILL) { + key.source = SHADER_SOURCE_SOLID; + memcpy(source_solid_color, + source_pixmap_priv->pending_op. + fill.color4fv, 4 * sizeof(float)); + } + } + if (key.mask == SHADER_MASK_TEXTURE || + key.mask == SHADER_MASK_TEXTURE_ALPHA) { + mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable); + mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap); + if (mask_pixmap == dest_pixmap) { + glamor_fallback("mask == dest\n"); + goto fail; + } + if (!mask_pixmap_priv || mask_pixmap_priv->gl_fbo == 0) { +#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD + mask_status = GLAMOR_UPLOAD_PENDING; +#else + glamor_fallback("no texture in mask\n"); + goto fail; +#endif + } else if (mask_pixmap_priv->pending_op.type == + GLAMOR_PENDING_FILL) { + key.mask = SHADER_MASK_SOLID; + memcpy(mask_solid_color, + mask_pixmap_priv->pending_op.fill.color4fv, + 4 * sizeof(float)); + } + } +#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD + if (source_status == GLAMOR_UPLOAD_PENDING + && mask_status == GLAMOR_UPLOAD_PENDING + && source_pixmap == mask_pixmap) { + + if (source->format != mask->format) { + saved_source_format = source->format; + + if (!combine_pict_format + (&source->format, source->format, + mask->format, key.in)) { + glamor_fallback + ("combine source %x mask %x failed.\n", + source->format, mask->format); + goto fail; + } + + if (source->format != saved_source_format) { + glamor_picture_format_fixup(source, + source_pixmap_priv); + } + /* XXX + * By default, glamor_upload_picture_to_texture will wire alpha to 1 + * if one picture doesn't have alpha. So we don't do that again in + * rendering function. But here is a special case, as source and + * mask share the same texture but may have different formats. For + * example, source doesn't have alpha, but mask has alpha. Then the + * texture will have the alpha value for the mask. And will not wire + * to 1 for the source. In this case, we have to use different shader + * to wire the source's alpha to 1. + * + * But this may cause a potential problem if the source's repeat mode + * is REPEAT_NONE, and if the source is smaller than the dest, then + * for the region not covered by the source may be painted incorrectly. + * because we wire the alpha to 1. + * + **/ + if (!PICT_FORMAT_A(saved_source_format) + && PICT_FORMAT_A(mask->format)) + key.source = SHADER_SOURCE_TEXTURE; + + if (!PICT_FORMAT_A(mask->format) + && PICT_FORMAT_A(saved_source_format)) + key.mask = SHADER_MASK_TEXTURE; + + mask_status = GLAMOR_NONE; + } + source_status = glamor_upload_picture_to_texture(source); + + if (source_status != GLAMOR_UPLOAD_DONE) { + glamor_fallback + ("Failed to upload source texture.\n"); + goto fail; + } + } else { + + if (source_status == GLAMOR_UPLOAD_PENDING) { + source_status = + glamor_upload_picture_to_texture(source); + if (source_status != GLAMOR_UPLOAD_DONE) { + glamor_fallback + ("Failed to upload source texture.\n"); + goto fail; + } + } + + if (mask_status == GLAMOR_UPLOAD_PENDING) { + mask_status = + glamor_upload_picture_to_texture(mask); + if (mask_status != GLAMOR_UPLOAD_DONE) { + glamor_fallback + ("Failed to upload mask texture.\n"); + goto fail; + } + } + } +#endif + glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv); + glamor_validate_pixmap(dest_pixmap); + if (!glamor_set_composite_op(screen, op, dest, mask)) { + goto fail; + } + + shader = glamor_lookup_composite_shader(screen, &key); + if (shader->prog == 0) { + glamor_fallback + ("no shader program for this render acccel mode\n"); + goto fail; + } + + dispatch->glUseProgram(shader->prog); + + + if (key.source == SHADER_SOURCE_SOLID) { + glamor_set_composite_solid(dispatch, source_solid_color, + shader->source_uniform_location); + } else { + glamor_set_composite_texture(screen, 0, source, + source_pixmap_priv); + } + if (key.mask != SHADER_MASK_NONE) { + if (key.mask == SHADER_MASK_SOLID) { + glamor_set_composite_solid(dispatch, + mask_solid_color, + shader->mask_uniform_location); + } else { + glamor_set_composite_texture(screen, 1, mask, + mask_pixmap_priv); + } + } + + glamor_priv->has_source_coords = key.source != SHADER_SOURCE_SOLID; + glamor_priv->has_mask_coords = (key.mask != SHADER_MASK_NONE && + key.mask != SHADER_MASK_SOLID); + + glamor_get_drawable_deltas(dest->pDrawable, dest_pixmap, + &dest_x_off, &dest_y_off); + pixmap_priv_get_scale(dest_pixmap_priv, &dst_xscale, &dst_yscale); + + + + if (glamor_priv->has_source_coords) { + glamor_get_drawable_deltas(source->pDrawable, + source_pixmap, &source_x_off, + &source_y_off); + pixmap_priv_get_scale(source_pixmap_priv, &src_xscale, + &src_yscale); + glamor_picture_get_matrixf(source, src_matrix); + } + + if (glamor_priv->has_mask_coords) { + glamor_get_drawable_deltas(mask->pDrawable, mask_pixmap, + &mask_x_off, &mask_y_off); + pixmap_priv_get_scale(mask_pixmap_priv, &mask_xscale, + &mask_yscale); + glamor_picture_get_matrixf(mask, mask_matrix); + } + + while (nrect--) { + INT16 x_source; + INT16 y_source; + INT16 x_mask; + INT16 y_mask; + INT16 x_dest; + INT16 y_dest; + CARD16 width; + CARD16 height; + + x_dest = rects->x_dst; + y_dest = rects->y_dst; + x_source = rects->x_src; + y_source = rects->y_src; + x_mask = rects->x_mask; + y_mask = rects->y_mask; + width = rects->width; + height = rects->height; + + x_dest += dest->pDrawable->x; + y_dest += dest->pDrawable->y; + if (source->pDrawable) { + x_source += source->pDrawable->x; + y_source += source->pDrawable->y; + } + if (mask && mask->pDrawable) { + x_mask += mask->pDrawable->x; + y_mask += mask->pDrawable->y; + } + + if (!miComputeCompositeRegion(®ion, + source, mask, dest, + x_source, y_source, + x_mask, y_mask, + x_dest, y_dest, width, + height)) + continue; + + x_source += source_x_off; + y_source += source_y_off; + x_mask += mask_x_off; + y_mask += mask_y_off; + + box = REGION_RECTS(®ion); + for (i = 0; i < REGION_NUM_RECTS(®ion); i++) { + int vx1 = box[i].x1 + dest_x_off; + int vx2 = box[i].x2 + dest_x_off; + int vy1 = box[i].y1 + dest_y_off; + int vy2 = box[i].y2 + dest_y_off; + glamor_set_normalize_vcoords(dst_xscale, + dst_yscale, vx1, + vy1, vx2, vy2, + glamor_priv->yInverted, + vertices); + + if (key.source != SHADER_SOURCE_SOLID) { + int tx1 = box[i].x1 + x_source - x_dest; + int ty1 = box[i].y1 + y_source - y_dest; + int tx2 = box[i].x2 + x_source - x_dest; + int ty2 = box[i].y2 + y_source - y_dest; + if (source->transform) + glamor_set_transformed_normalize_tcoords + (src_matrix, src_xscale, + src_yscale, tx1, ty1, + tx2, ty2, + glamor_priv->yInverted, + source_texcoords); + else + glamor_set_normalize_tcoords + (src_xscale, src_yscale, + tx1, ty1, tx2, ty2, + glamor_priv->yInverted, + source_texcoords); + } + + if (key.mask != SHADER_MASK_NONE + && key.mask != SHADER_MASK_SOLID) { + float tx1 = box[i].x1 + x_mask - x_dest; + float ty1 = box[i].y1 + y_mask - y_dest; + float tx2 = box[i].x2 + x_mask - x_dest; + float ty2 = box[i].y2 + y_mask - y_dest; + if (mask->transform) + glamor_set_transformed_normalize_tcoords + (mask_matrix, + mask_xscale, + mask_yscale, tx1, ty1, + tx2, ty2, + glamor_priv->yInverted, + mask_texcoords); + else + glamor_set_normalize_tcoords + (mask_xscale, + mask_yscale, tx1, ty1, + tx2, ty2, + glamor_priv->yInverted, + mask_texcoords); + } + glamor_emit_composite_rect(screen, + source_texcoords, + mask_texcoords, + vertices); + } + rects++; + } + glamor_flush_composite_rects(screen); + + dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0); + dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS); + dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); + dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_MASK); + REGION_UNINIT(dst->pDrawable->pScreen, ®ion); + dispatch->glDisable(GL_BLEND); +#ifndef GLAMOR_GLES2 + dispatch->glActiveTexture(GL_TEXTURE0); + dispatch->glDisable(GL_TEXTURE_2D); + dispatch->glActiveTexture(GL_TEXTURE1); + dispatch->glDisable(GL_TEXTURE_2D); +#endif + dispatch->glUseProgram(0); + if (saved_source_format) + source->format = saved_source_format; + return TRUE; + + fail: + if (saved_source_format) + source->format = saved_source_format; + + dispatch->glDisable(GL_BLEND); + dispatch->glUseProgram(0); + return FALSE; +} + +static PicturePtr +glamor_convert_gradient_picture(ScreenPtr screen, + PicturePtr source, + int x_source, + int y_source, int width, int height) +{ + PixmapPtr pixmap; + PicturePtr dst; + int error; + PictFormatShort format; + + if (!source->pDrawable) + format = PICT_a8r8g8b8; + else + format = source->format; + + pixmap = screen->CreatePixmap(screen, + width, + height, + PIXMAN_FORMAT_DEPTH(format), + GLAMOR_CREATE_PIXMAP_CPU); + + if (!pixmap) + return NULL; + + dst = CreatePicture(0, + &pixmap->drawable, + PictureMatchFormat(screen, + PIXMAN_FORMAT_DEPTH(format), + format), + 0, 0, serverClient, &error); + screen->DestroyPixmap(pixmap); + if (!dst) + return NULL; + + ValidatePicture(dst); + + fbComposite(PictOpSrc, source, NULL, dst, x_source, y_source, + 0, 0, 0, 0, width, height); + return dst; +} + +void +glamor_composite(CARD8 op, + PicturePtr source, + PicturePtr mask, + PicturePtr dest, + INT16 x_source, + INT16 y_source, + INT16 x_mask, + INT16 y_mask, + INT16 x_dest, INT16 y_dest, CARD16 width, CARD16 height) +{ + ScreenPtr screen = dest->pDrawable->pScreen; + glamor_pixmap_private *dest_pixmap_priv; + glamor_pixmap_private *source_pixmap_priv = + NULL, *mask_pixmap_priv = NULL; + PixmapPtr dest_pixmap = + glamor_get_drawable_pixmap(dest->pDrawable); + PixmapPtr source_pixmap = NULL, mask_pixmap = NULL; + PicturePtr temp_src = source, temp_mask = mask; + int x_temp_src, y_temp_src, x_temp_mask, y_temp_mask; + glamor_composite_rect_t rect; + glamor_screen_private *glamor_priv = + glamor_get_screen_private(screen); + glamor_gl_dispatch *dispatch = &glamor_priv->dispatch; + + x_temp_src = x_source; + y_temp_src = y_source; + x_temp_mask = x_mask; + y_temp_mask = y_mask; + + dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap); + /* Currently. Always fallback to cpu if destination is in CPU memory. */ + if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) { + goto fail; + } + + if (source->pDrawable) { + source_pixmap = + glamor_get_drawable_pixmap(source->pDrawable); + source_pixmap_priv = + glamor_get_pixmap_private(source_pixmap); + } + + if (mask && mask->pDrawable) { + mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable); + mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap); + } + + if ((!source->pDrawable + && (source->pSourcePict->type != SourcePictTypeSolidFill)) + || (source->pDrawable + && !GLAMOR_PIXMAP_PRIV_HAS_FBO(source_pixmap_priv) + && + ((width * height * 4 < + (source_pixmap->drawable.width * + source_pixmap->drawable.height)) + || + !(glamor_check_fbo_size + (glamor_priv, source_pixmap->drawable.width, + source_pixmap->drawable.height))))) { + temp_src = + glamor_convert_gradient_picture(screen, source, + x_source, y_source, + width, height); + if (!temp_src) { + temp_src = source; + goto fail; + } + x_temp_src = y_temp_src = 0; + } + + if (mask + && + ((!mask->pDrawable + && (mask->pSourcePict->type != SourcePictTypeSolidFill)) + || (mask->pDrawable + && (!GLAMOR_PIXMAP_PRIV_HAS_FBO(mask_pixmap_priv)) + && + ((width * height * 4 < + (mask_pixmap->drawable.width * + mask_pixmap->drawable.height)) + || + !(glamor_check_fbo_size + (glamor_priv, mask_pixmap->drawable.width, + mask_pixmap->drawable.height)))))) { + /* XXX if mask->pDrawable is the same as source->pDrawable, we have an opportunity + * to do reduce one convertion. */ + temp_mask = + glamor_convert_gradient_picture(screen, mask, + x_mask, y_mask, + width, height); + if (!temp_mask) { + temp_mask = mask; + goto fail; + } + x_temp_mask = y_temp_mask = 0; + } + /* Do two-pass PictOpOver componentAlpha, until we enable + * dual source color blending. + */ + + if (mask && mask->componentAlpha) { + if (op == PictOpOver) { + glamor_composite(PictOpOutReverse, + temp_src, temp_mask, dest, + x_temp_src, y_temp_src, + x_temp_mask, y_temp_mask, + x_dest, y_dest, width, height); + glamor_composite(PictOpAdd, + temp_src, temp_mask, dest, + x_temp_src, y_temp_src, + x_temp_mask, y_temp_mask, + x_dest, y_dest, width, height); + goto done; + + } else if (op != PictOpAdd && op != PictOpOutReverse) { + glamor_fallback + ("glamor_composite(): component alpha\n"); + goto fail; + } + } + + if (!mask) { + if (glamor_composite_with_copy(op, temp_src, dest, + x_temp_src, y_temp_src, + x_dest, y_dest, width, + height)) + goto done; + } + + rect.x_src = x_temp_src; + rect.y_src = y_temp_src; + rect.x_mask = x_temp_mask; + rect.y_mask = y_temp_mask; + rect.x_dst = x_dest; + rect.y_dst = y_dest; + rect.width = width; + rect.height = height; + if (glamor_composite_with_shader + (op, temp_src, temp_mask, dest, 1, &rect)) + goto done; + + fail: + + glamor_fallback + ("from picts %p:%p %dx%d / %p:%p %d x %d (%c,%c) to pict %p:%p %dx%d (%c)\n", + source, source->pDrawable, + source->pDrawable ? source->pDrawable->width : 0, + source->pDrawable ? source->pDrawable->height : 0, mask, + (!mask) ? NULL : mask->pDrawable, (!mask + || !mask->pDrawable) ? 0 : + mask->pDrawable->width, (!mask + || !mask-> + pDrawable) ? 0 : mask->pDrawable-> + height, glamor_get_picture_location(source), + glamor_get_picture_location(mask), dest, dest->pDrawable, + dest->pDrawable->width, dest->pDrawable->height, + glamor_get_picture_location(dest)); + + dispatch->glUseProgram(0); + dispatch->glDisable(GL_BLEND); + if (glamor_prepare_access_picture(dest, GLAMOR_ACCESS_RW)) { + if (glamor_prepare_access_picture + (source, GLAMOR_ACCESS_RO)) { + if (!mask + || glamor_prepare_access_picture(mask, + GLAMOR_ACCESS_RO)) + { + fbComposite(op, + source, mask, dest, + x_source, y_source, + x_mask, y_mask, x_dest, + y_dest, width, height); + if (mask) + glamor_finish_access_picture(mask); + } + glamor_finish_access_picture(source); + } + glamor_finish_access_picture(dest); + } + done: + if (temp_src != source) + FreePicture(temp_src, 0); + if (temp_mask != mask) + FreePicture(temp_mask, 0); +} + + +/** + * Creates an appropriate picture to upload our alpha mask into (which + * we calculated in system memory) + */ +static PicturePtr +glamor_create_mask_picture(ScreenPtr screen, + PicturePtr dst, + PictFormatPtr pict_format, + CARD16 width, CARD16 height) +{ + PixmapPtr pixmap; + PicturePtr picture; + int error; + + if (!pict_format) { + if (dst->polyEdge == PolyEdgeSharp) + pict_format = + PictureMatchFormat(screen, 1, PICT_a1); + else + pict_format = + PictureMatchFormat(screen, 8, PICT_a8); + if (!pict_format) + return 0; + } + + pixmap = screen->CreatePixmap(screen, 0, 0, + pict_format->depth, + GLAMOR_CREATE_PIXMAP_CPU); + if (!pixmap) + return 0; + picture = CreatePicture(0, &pixmap->drawable, pict_format, + 0, 0, serverClient, &error); + screen->DestroyPixmap(pixmap); + return picture; +} + +/** + * glamor_trapezoids is a copy of miTrapezoids that does all the trapezoid + * accumulation in system memory. + */ +void +glamor_trapezoids(CARD8 op, + PicturePtr src, PicturePtr dst, + PictFormatPtr mask_format, INT16 x_src, INT16 y_src, + int ntrap, xTrapezoid * traps) +{ + ScreenPtr screen = dst->pDrawable->pScreen; + BoxRec bounds; + PicturePtr picture; + INT16 x_dst, y_dst; + INT16 x_rel, y_rel; + int width, height, stride; + PixmapPtr pixmap; + pixman_image_t *image; + + /* If a mask format wasn't provided, we get to choose, but behavior should + * be as if there was no temporary mask the traps were accumulated into. + */ + if (!mask_format) { + if (dst->polyEdge == PolyEdgeSharp) + mask_format = + PictureMatchFormat(screen, 1, PICT_a1); + else + mask_format = + PictureMatchFormat(screen, 8, PICT_a8); + for (; ntrap; ntrap--, traps++) + glamor_trapezoids(op, src, dst, mask_format, x_src, + y_src, 1, traps); + return; + } + + miTrapezoidBounds(ntrap, traps, &bounds); + + if (bounds.y1 >= bounds.y2 || bounds.x1 >= bounds.x2) + return; + + x_dst = traps[0].left.p1.x >> 16; + y_dst = traps[0].left.p1.y >> 16; + + width = bounds.x2 - bounds.x1; + height = bounds.y2 - bounds.y1; + stride = PixmapBytePad(width, mask_format->depth); + picture = glamor_create_mask_picture(screen, dst, mask_format, + width, height); + if (!picture) + return; + + image = pixman_image_create_bits(picture->format, + width, height, NULL, stride); + if (!image) { + FreePicture(picture, 0); + return; + } + + for (; ntrap; ntrap--, traps++) + pixman_rasterize_trapezoid(image, + (pixman_trapezoid_t *) traps, + -bounds.x1, -bounds.y1); + + pixmap = glamor_get_drawable_pixmap(picture->pDrawable); + + screen->ModifyPixmapHeader(pixmap, width, height, + mask_format->depth, + BitsPerPixel(mask_format->depth), + PixmapBytePad(width, + mask_format->depth), + pixman_image_get_data(image)); + + x_rel = bounds.x1 + x_src - x_dst; + y_rel = bounds.y1 + y_src - y_dst; + CompositePicture(op, src, picture, dst, + x_rel, y_rel, + 0, 0, + bounds.x1, bounds.y1, + bounds.x2 - bounds.x1, bounds.y2 - bounds.y1); + + pixman_image_unref(image); + + FreePicture(picture, 0); +} + +void +glamor_composite_rects(CARD8 op, + PicturePtr src, PicturePtr mask, PicturePtr dst, + int nrect, glamor_composite_rect_t * rects) +{ + int n; + glamor_composite_rect_t *r; + + ValidatePicture(src); + ValidatePicture(dst); + + if (glamor_composite_with_shader(op, src, mask, dst, nrect, rects)) + return; + + n = nrect; + r = rects; + + while (n--) { + CompositePicture(op, + src, + mask, + dst, + r->x_src, r->y_src, + r->x_mask, r->y_mask, + r->x_dst, r->y_dst, r->width, r->height); + r++; + } +} + +#endif /* RENDER */ |