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-rw-r--r--src/glamor_render.c1531
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diff --git a/src/glamor_render.c b/src/glamor_render.c
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+/*
+ * 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(&region,
+ 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(&region),
+ REGION_NUM_RECTS(&region),
+ x_source - x_dest, y_source - y_dest,
+ FALSE, FALSE, 0, NULL);
+ REGION_UNINIT(dest->pDrawable->pScreen, &region);
+ 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(&region,
+ 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(&region);
+ for (i = 0; i < REGION_NUM_RECTS(&region); 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, &region);
+ 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 */