Add the feature for radial gradient using shader.

Add the feature for radial gradient using shader. The
 transform matrix and the 4 type of repeat mode are
 supported. Less than 2/255 difference for every color
 component comparing to pixman's result. Extract the
 common logic of linear and radial's to another shader.

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This commit is contained in:
Junyan He 2012-03-23 04:06:06 +08:00 committed by Eric Anholt
parent 1026327cdc
commit 1f4486c10b

View File

@ -1275,6 +1275,345 @@ done:
return ret;
}
static GLint
_glamor_create_getcolor_fs_program(ScreenPtr screen, int stops_count, int use_array)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
char *gradient_fs = NULL;
GLint gradient_prog = 0;
GLint fs_getcolor_prog;
const char *gradient_fs_getcolor =
GLAMOR_DEFAULT_PRECISION
"uniform int n_stop;\n"
"uniform float stops[%d];\n"
"uniform vec4 stop_colors[%d];\n"
"vec4 get_color(float stop_len)\n"
"{\n"
" int i = 0;\n"
" float new_alpha; \n"
" vec4 gradient_color;\n"
" float percentage; \n"
" for(i = 0; i < n_stop - 1; i++) {\n"
" if(stop_len < stops[i])\n"
" break; \n"
" }\n"
" \n"
" percentage = (stop_len - stops[i-1])/(stops[i] - stops[i-1]);\n"
" if(stops[i] - stops[i-1] > 2.0)\n"
" percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
" new_alpha = percentage * stop_colors[i].a + \n"
" (1.0-percentage) * stop_colors[i-1].a; \n"
" gradient_color = vec4((percentage * stop_colors[i].rgb \n"
" + (1.0-percentage) * stop_colors[i-1].rgb)*new_alpha, \n"
" new_alpha);\n"
" \n"
" return gradient_color;\n"
"}\n";
/* Because the array access for shader is very slow, the performance is very low
if use array. So use global uniform to replace for it if the number of n_stops is small.*/
const char *gradient_fs_getcolor_no_array =
GLAMOR_DEFAULT_PRECISION
"uniform int n_stop;\n"
"uniform float stop0;\n"
"uniform float stop1;\n"
"uniform float stop2;\n"
"uniform float stop3;\n"
"uniform float stop4;\n"
"uniform float stop5;\n"
"uniform float stop6;\n"
"uniform float stop7;\n"
"uniform vec4 stop_color0;\n"
"uniform vec4 stop_color1;\n"
"uniform vec4 stop_color2;\n"
"uniform vec4 stop_color3;\n"
"uniform vec4 stop_color4;\n"
"uniform vec4 stop_color5;\n"
"uniform vec4 stop_color6;\n"
"uniform vec4 stop_color7;\n"
"\n"
"vec4 get_color(float stop_len)\n"
"{\n"
" float stop_after;\n"
" float stop_before;\n"
" vec4 stop_color_before;\n"
" vec4 stop_color_after;\n"
" float new_alpha; \n"
" vec4 gradient_color;\n"
" float percentage; \n"
" \n"
" if((stop_len < stop0) && (n_stop >= 1)) {\n"
" stop_color_before = stop_color0;\n"
" stop_color_after = stop_color0;\n"
" stop_after = stop0;\n"
" stop_before = stop0;\n"
" percentage = 0.0;\n"
" } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
" stop_color_before = stop_color0;\n"
" stop_color_after = stop_color1;\n"
" stop_after = stop1;\n"
" stop_before = stop0;\n"
" percentage = (stop_len - stop0)/(stop1 - stop0);\n"
" } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
" stop_color_before = stop_color1;\n"
" stop_color_after = stop_color2;\n"
" stop_after = stop2;\n"
" stop_before = stop1;\n"
" percentage = (stop_len - stop1)/(stop2 - stop1);\n"
" } else if((stop_len < stop3) && (n_stop >= 4)){\n"
" stop_color_before = stop_color2;\n"
" stop_color_after = stop_color3;\n"
" stop_after = stop3;\n"
" stop_before = stop2;\n"
" percentage = (stop_len - stop2)/(stop3 - stop2);\n"
" } else if((stop_len < stop4) && (n_stop >= 5)){\n"
" stop_color_before = stop_color3;\n"
" stop_color_after = stop_color4;\n"
" stop_after = stop4;\n"
" stop_before = stop3;\n"
" percentage = (stop_len - stop3)/(stop4 - stop3);\n"
" } else if((stop_len < stop5) && (n_stop >= 6)){\n"
" stop_color_before = stop_color4;\n"
" stop_color_after = stop_color5;\n"
" stop_after = stop5;\n"
" stop_before = stop4;\n"
" percentage = (stop_len - stop4)/(stop5 - stop4);\n"
" } else if((stop_len < stop6) && (n_stop >= 7)){\n"
" stop_color_before = stop_color5;\n"
" stop_color_after = stop_color6;\n"
" stop_after = stop6;\n"
" stop_before = stop5;\n"
" percentage = (stop_len - stop5)/(stop6 - stop5);\n"
" } else if((stop_len < stop7) && (n_stop >= 8)){\n"
" stop_color_before = stop_color6;\n"
" stop_color_after = stop_color7;\n"
" stop_after = stop7;\n"
" stop_before = stop6;\n"
" percentage = (stop_len - stop6)/(stop7 - stop6);\n"
" } else {\n"
" stop_color_before = stop_color7;\n"
" stop_color_after = stop_color7;\n"
" stop_after = stop7;\n"
" stop_before = stop7;\n"
" percentage = 0.0;\n"
" }\n"
" if(stop_after - stop_before > 2.0)\n"
" percentage = 0.0;\n"//For comply with pixman, walker->stepper overflow.
" new_alpha = percentage * stop_color_after.a + \n"
" (1.0-percentage) * stop_color_before.a; \n"
" gradient_color = vec4((percentage * stop_color_after.rgb \n"
" + (1.0-percentage) * stop_color_before.rgb)*new_alpha, \n"
" new_alpha);\n"
" \n"
" return gradient_color;\n"
"}\n";
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
if(use_array) {
XNFasprintf(&gradient_fs,
gradient_fs_getcolor, stops_count, stops_count);
fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
gradient_fs);
free(gradient_fs);
} else {
fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
gradient_fs_getcolor_no_array);
}
return fs_getcolor_prog;
}
static GLint
_glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, int use_array)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
GLint gradient_prog = 0;
char *gradient_fs = NULL;
GLint fs_main_prog, fs_getcolor_prog, vs_prog;
const char *gradient_vs =
GLAMOR_DEFAULT_PRECISION
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord;\n"
"varying vec2 source_texture;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
" source_texture = v_texcoord.xy;\n"
"}\n";
/*
* Refer to pixman radial gradient.
*
* The problem is given the two circles of c1 and c2 with the radius of r1 and
* r1, we need to caculate the t, which is used to do interpolate with stops,
* using the fomula:
* length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2
* expand the fomula with xy coond, get the following:
* sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y))
* = (1-t)r1 + t*r2
* <====> At*t- 2Bt + C = 0
* where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1)
* B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1)
* C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1
*
* solve the fomula and we get the result of
* t = (B + sqrt(B*B - A*C)) / A or
* t = (B - sqrt(B*B - A*C)) / A (quadratic equation have two solutions)
*
* The solution we are going to prefer is the bigger one, unless the
* radius associated to it is negative (or it falls outside the valid t range)
*/
const char *gradient_fs_template =
GLAMOR_DEFAULT_PRECISION
"uniform mat3 transform_mat;\n"
"uniform int repeat_type;\n"
"uniform float A_value;\n"
"uniform vec2 c1;\n"
"uniform float r1;\n"
"uniform vec2 c2;\n"
"uniform float r2;\n"
"varying vec2 source_texture;\n"
"\n"
"vec4 get_color(float stop_len);\n"
"\n"
"int t_invalid;\n"
"\n"
"float get_stop_len()\n"
"{\n"
" float t = 0.0;\n"
" float sqrt_value;\n"
" int revserse = 0;\n"
" t_invalid = 0;\n"
" \n"
" vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"
" vec3 source_texture_trans = transform_mat * tmp;\n"
" source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"
" float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"
" + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"
" + r1 * (r2 - r1);\n"
" float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"
" + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"
" - r1*r1;\n"
" if(abs(A_value) < 0.00001) {\n"
" if(B_value == 0.0) {\n"
" t_invalid = 1;\n"
" return t;\n"
" }\n"
" t = 0.5 * C_value / B_value;"
" } else {\n"
" sqrt_value = B_value * B_value - A_value * C_value;\n"
" if(sqrt_value < 0.0) {\n"
" t_invalid = 1;\n"
" return t;\n"
" }\n"
" sqrt_value = sqrt(sqrt_value);\n"
" t = (B_value + sqrt_value) / A_value;\n"
" }\n"
" if(repeat_type == %d) {\n" // RepeatNone case.
" if((t <= 0.0) || (t > 1.0))\n"
// try another if first one invalid
" t = (B_value - sqrt_value) / A_value;\n"
" \n"
" if((t <= 0.0) || (t > 1.0)) {\n" //still invalid, return.
" t_invalid = 1;\n"
" return t;\n"
" }\n"
" } else {\n"
" if(t * (r2 - r1) <= -1.0 * r1)\n"
// try another if first one invalid
" t = (B_value - sqrt_value) / A_value;\n"
" \n"
" if(t * (r2 -r1) <= -1.0 * r1) {\n" //still invalid, return.
" t_invalid = 1;\n"
" return t;\n"
" }\n"
" }\n"
" \n"
" if(repeat_type == %d){\n" // repeat normal
" while(t > 1.0) \n"
" t = t - 1.0; \n"
" while(t < 0.0) \n"
" t = t + 1.0; \n"
" }\n"
" \n"
" if(repeat_type == %d) {\n" // repeat reflect
" while(t > 1.0) {\n"
" t = t - 1.0; \n"
" if(revserse == 0)\n"
" revserse = 1;\n"
" else\n"
" revserse = 0;\n"
" }\n"
" while(t < 0.0) {\n"
" t = t + 1.0; \n"
" if(revserse == 0)\n"
" revserse = 1;\n"
" else\n"
" revserse = 0;\n"
" }\n"
" if(revserse == 1) {\n"
" t = 1.0 - t; \n"
" }\n"
" }\n"
" \n"
" return t;\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" float stop_len = get_stop_len();\n"
" if(t_invalid == 1) {\n"
" gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
" } else {\n"
" gl_FragColor = get_color(stop_len);\n"
" }\n"
"}\n";
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
gradient_prog = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch,
GL_VERTEX_SHADER, gradient_vs);
XNFasprintf(&gradient_fs,
gradient_fs_template,
PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
fs_main_prog = glamor_compile_glsl_prog(dispatch,
GL_FRAGMENT_SHADER, gradient_fs);
free(gradient_fs);
fs_getcolor_prog = _glamor_create_getcolor_fs_program(screen,
stops_count, use_array);
dispatch->glAttachShader(gradient_prog, vs_prog);
dispatch->glAttachShader(gradient_prog, fs_getcolor_prog);
dispatch->glAttachShader(gradient_prog, fs_main_prog);
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_positionsition");
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
glamor_link_glsl_prog(dispatch, gradient_prog);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
return gradient_prog;
}
static GLint
_glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int use_array)
{
@ -1283,7 +1622,7 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
GLint gradient_prog = 0;
char *gradient_fs = NULL;
GLint fs_prog, vs_prog;
GLint fs_main_prog, fs_getcolor_prog, vs_prog;
const char *gradient_vs =
GLAMOR_DEFAULT_PRECISION
@ -1350,9 +1689,6 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
"uniform mat3 transform_mat;\n"
"uniform int repeat_type;\n"
"uniform int hor_ver;\n"
"uniform int n_stop;\n"
"uniform float stops[%d];\n"
"uniform vec4 stop_colors[%d];\n"
"uniform vec4 pt1;\n"
"uniform vec4 pt2;\n"
"uniform float pt_slope;\n"
@ -1361,122 +1697,9 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
"uniform float pt_distance;\n"
"varying vec2 source_texture;\n"
"\n"
"vec4 get_color()\n"
"{\n"
" vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"
" float len_percentage;\n"
" float distance;\n"
" float _p1_distance;\n"
" float _pt_distance;\n"
" float y_dist;\n"
" float new_alpha; \n"
" int i = n_stop - 1;\n"
" int revserse = 0;\n"
" vec4 gradient_color;\n"
" float percentage; \n"
" vec3 source_texture_trans = transform_mat * tmp;\n"
"vec4 get_color(float stop_len);\n"
"\n"
" if(hor_ver == 0) { \n" //Normal case.
" y_dist = source_texture_trans.y - source_texture_trans.x*pt_slope;\n"
" distance = y_dist * cos_val;\n"
" _p1_distance = p1_distance * source_texture_trans.z;\n"
" _pt_distance = pt_distance * source_texture_trans.z;\n"
" \n"
" } else if (hor_ver == 1) {\n"//horizontal case.
" distance = source_texture_trans.x;\n"
" _p1_distance = p1_distance * source_texture_trans.z;\n"
" _pt_distance = pt_distance * source_texture_trans.z;\n"
" } else if (hor_ver == 2) {\n"//vertical case.
" distance = source_texture_trans.y;\n"
" _p1_distance = p1_distance * source_texture_trans.z;\n"
" _pt_distance = pt_distance * source_texture_trans.z;\n"
" } \n"
" \n"
" distance = distance - _p1_distance; \n"
" \n"
" if(repeat_type == %d){\n" // repeat normal
" while(distance > _pt_distance) \n"
" distance = distance - (_pt_distance); \n"
" while(distance < 0.0) \n"
" distance = distance + (_pt_distance); \n"
" }\n"
" \n"
" if(repeat_type == %d) {\n" // repeat reflect
" while(distance > _pt_distance) {\n"
" distance = distance - (_pt_distance); \n"
" if(revserse == 0)\n"
" revserse = 1;\n"
" else\n"
" revserse = 0;\n"
" }\n"
" while(distance < 0.0) {\n"
" distance = distance + (_pt_distance); \n"
" if(revserse == 0)\n"
" revserse = 1;\n"
" else\n"
" revserse = 0;\n"
" }\n"
" if(revserse == 1) {\n"
" distance = (_pt_distance) - distance; \n"
" }\n"
" }\n"
" \n"
" len_percentage = distance/(_pt_distance);\n"
" for(i = 0; i < n_stop - 1; i++) {\n"
" if(len_percentage < stops[i])\n"
" break; \n"
" }\n"
" \n"
" percentage = (len_percentage - stops[i-1])/(stops[i] - stops[i-1]);\n"
" if(stops[i] - stops[i-1] > 2.0)\n"
" percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
" new_alpha = percentage * stop_colors[i].a + \n"
" (1.0-percentage) * stop_colors[i-1].a; \n"
" gradient_color = vec4((percentage * stop_colors[i].rgb \n"
" + (1.0-percentage) * stop_colors[i-1].rgb)*new_alpha, \n"
" new_alpha);\n"
" \n"
" return gradient_color;\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = get_color();\n"
"}\n";
/* Because the array access for shader is very slow, the performance is very low
if use array. So use global uniform to replace for it if the number of n_stops is small.*/
const char *gradient_fs_no_array_template =
GLAMOR_DEFAULT_PRECISION
"uniform mat3 transform_mat;\n"
"uniform int repeat_type;\n"
"uniform int hor_ver;\n"
"uniform int n_stop;\n"
"uniform float stop0;\n"
"uniform float stop1;\n"
"uniform float stop2;\n"
"uniform float stop3;\n"
"uniform float stop4;\n"
"uniform float stop5;\n"
"uniform float stop6;\n"
"uniform float stop7;\n"
"uniform vec4 stop_color0;\n"
"uniform vec4 stop_color1;\n"
"uniform vec4 stop_color2;\n"
"uniform vec4 stop_color3;\n"
"uniform vec4 stop_color4;\n"
"uniform vec4 stop_color5;\n"
"uniform vec4 stop_color6;\n"
"uniform vec4 stop_color7;\n"
"uniform vec4 pt1;\n"
"uniform vec4 pt2;\n"
"uniform float pt_slope;\n"
"uniform float cos_val;\n"
"uniform float p1_distance;\n"
"uniform float pt_distance;\n"
"varying vec2 source_texture;\n"
"\n"
"vec4 get_color()\n"
"float get_stop_len()\n"
"{\n"
" vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"
" float len_percentage;\n"
@ -1540,75 +1763,14 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
" }\n"
" \n"
" len_percentage = distance/(_pt_distance);\n"
" if((len_percentage < stop0) && (n_stop >= 1)) {\n"
" stop_color_before = stop_color0;\n"
" stop_color_after = stop_color0;\n"
" stop_after = stop0;\n"
" stop_before = stop0;\n"
" percentage = 0.0;\n"
" } else if((len_percentage < stop1) && (n_stop >= 2)) {\n"
" stop_color_before = stop_color0;\n"
" stop_color_after = stop_color1;\n"
" stop_after = stop1;\n"
" stop_before = stop0;\n"
" percentage = (len_percentage - stop0)/(stop1 - stop0);\n"
" } else if((len_percentage < stop2) && (n_stop >= 3)) {\n"
" stop_color_before = stop_color1;\n"
" stop_color_after = stop_color2;\n"
" stop_after = stop2;\n"
" stop_before = stop1;\n"
" percentage = (len_percentage - stop1)/(stop2 - stop1);\n"
" } else if((len_percentage < stop3) && (n_stop >= 4)){\n"
" stop_color_before = stop_color2;\n"
" stop_color_after = stop_color3;\n"
" stop_after = stop3;\n"
" stop_before = stop2;\n"
" percentage = (len_percentage - stop2)/(stop3 - stop2);\n"
" } else if((len_percentage < stop4) && (n_stop >= 5)){\n"
" stop_color_before = stop_color3;\n"
" stop_color_after = stop_color4;\n"
" stop_after = stop4;\n"
" stop_before = stop3;\n"
" percentage = (len_percentage - stop3)/(stop4 - stop3);\n"
" } else if((len_percentage < stop5) && (n_stop >= 6)){\n"
" stop_color_before = stop_color4;\n"
" stop_color_after = stop_color5;\n"
" stop_after = stop5;\n"
" stop_before = stop4;\n"
" percentage = (len_percentage - stop4)/(stop5 - stop4);\n"
" } else if((len_percentage < stop6) && (n_stop >= 7)){\n"
" stop_color_before = stop_color5;\n"
" stop_color_after = stop_color6;\n"
" stop_after = stop6;\n"
" stop_before = stop5;\n"
" percentage = (len_percentage - stop5)/(stop6 - stop5);\n"
" } else if((len_percentage < stop7) && (n_stop >= 8)){\n"
" stop_color_before = stop_color6;\n"
" stop_color_after = stop_color7;\n"
" stop_after = stop7;\n"
" stop_before = stop6;\n"
" percentage = (len_percentage - stop6)/(stop7 - stop6);\n"
" } else {\n"
" stop_color_before = stop_color7;\n"
" stop_color_after = stop_color7;\n"
" stop_after = stop7;\n"
" stop_before = stop7;\n"
" percentage = 0.0;\n"
" }\n"
" if(stop_after - stop_before > 2.0)\n"
" percentage = 0.0;\n"//For comply with pixman, walker->stepper overflow.
" new_alpha = percentage * stop_color_after.a + \n"
" (1.0-percentage) * stop_color_before.a; \n"
" gradient_color = vec4((percentage * stop_color_after.rgb \n"
" + (1.0-percentage) * stop_color_before.rgb)*new_alpha, \n"
" new_alpha);\n"
" \n"
" return gradient_color;\n"
" return len_percentage;\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = get_color();\n"
" float stop_len = get_stop_len();\n"
" gl_FragColor = get_color(stop_len);\n"
"}\n";
glamor_priv = glamor_get_screen_private(screen);
@ -1619,21 +1781,20 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
vs_prog = glamor_compile_glsl_prog(dispatch,
GL_VERTEX_SHADER, gradient_vs);
if (use_array) {
XNFasprintf(&gradient_fs,
gradient_fs_template, stops_count, stops_count,
gradient_fs_template,
PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
} else {
XNFasprintf(&gradient_fs,
gradient_fs_no_array_template,
PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
}
fs_prog = glamor_compile_glsl_prog(dispatch,
fs_main_prog = glamor_compile_glsl_prog(dispatch,
GL_FRAGMENT_SHADER, gradient_fs);
free(gradient_fs);
fs_getcolor_prog = _glamor_create_getcolor_fs_program(screen,
stops_count, use_array);
dispatch->glAttachShader(gradient_prog, vs_prog);
dispatch->glAttachShader(gradient_prog, fs_prog);
dispatch->glAttachShader(gradient_prog, fs_getcolor_prog);
dispatch->glAttachShader(gradient_prog, fs_main_prog);
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
@ -1647,6 +1808,7 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
}
#define LINEAR_DEFAULT_STOPS 6 + 2
#define RADIAL_DEFAULT_STOPS 6 + 2
void
glamor_init_gradient_shader(ScreenPtr screen)
@ -1658,6 +1820,9 @@ glamor_init_gradient_shader(ScreenPtr screen)
glamor_priv->gradient_prog[GRADIENT_SHADER_LINEAR] =
_glamor_create_linear_gradient_program(screen,
LINEAR_DEFAULT_STOPS, 0);
glamor_priv->gradient_prog[GRADIENT_SHADER_RADIAL] =
_glamor_create_radial_gradient_program(screen,
RADIAL_DEFAULT_STOPS, 0);
}
void
@ -1671,13 +1836,15 @@ glamor_fini_gradient_shader(ScreenPtr screen)
dispatch->glDeleteProgram(
glamor_priv->gradient_prog[GRADIENT_SHADER_LINEAR]);
dispatch->glDeleteProgram(
glamor_priv->gradient_prog[GRADIENT_SHADER_RADIAL]);
glamor_put_dispatch(glamor_priv);
}
static void
_glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
int width, int height)
int width, int height, int normalize)
{
/*
* Because in the shader program, we normalize all the pixel cood to [0, 1],
@ -1713,20 +1880,20 @@ _glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
to[0][0] = (float)pixman_fixed_to_double(from->matrix[0][0]);
to[0][1] = (float)pixman_fixed_to_double(from->matrix[0][1])
* ((float)height) / ((float)width);
* (normalize ? (((float)height) / ((float)width)) : 1.0);
to[0][2] = (float)pixman_fixed_to_double(from->matrix[0][2])
/ ((float)width);
/ (normalize ? ((float)width) : 1.0);
to[1][0] = (float)pixman_fixed_to_double(from->matrix[1][0])
* ((float)width) / ((float)height);
* (normalize ? (((float)width) / ((float)height)) : 1.0);
to[1][1] = (float)pixman_fixed_to_double(from->matrix[1][1]);
to[1][2] = (float)pixman_fixed_to_double(from->matrix[1][2])
/ ((float)height);
/ (normalize ? ((float)height) : 1.0);
to[2][0] = (float)pixman_fixed_to_double(from->matrix[2][0])
* ((float)width);
* (normalize ? ((float)width) : 1.0);
to[2][1] = (float)pixman_fixed_to_double(from->matrix[2][1])
* ((float)height);
* (normalize ? ((float)height) : 1.0);
to[2][2] = (float)pixman_fixed_to_double(from->matrix[2][2]);
DEBUGF("the transform matrix is:\n%f\t%f\t%f\n%f\t%f\t%f\n%f\t%f\t%f\n",
@ -1877,6 +2044,329 @@ _glamor_gradient_set_stops(PicturePtr src_picture, PictGradient * pgradient,
return count;
}
static PicturePtr
_glamor_generate_radial_gradient_picture(ScreenPtr screen,
PicturePtr src_picture,
int x_source, int y_source,
int width, int height,
PictFormatShort format)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
PicturePtr dst_picture = NULL;
PixmapPtr pixmap = NULL;
glamor_pixmap_private *pixmap_priv;
GLint gradient_prog = 0;
int error;
float tex_vertices[8];
int stops_count;
int count = 0;
GLfloat *stop_colors = NULL;
GLfloat *n_stops = NULL;
GLfloat xscale, yscale;
float vertices[8];
float transform_mat[3][3];
static const float identity_mat[3][3] = {{1.0, 0.0, 0.0},
{0.0, 1.0, 0.0},
{0.0, 0.0, 1.0}};
GLfloat stop_colors_st[RADIAL_DEFAULT_STOPS*4];
GLfloat n_stops_st[RADIAL_DEFAULT_STOPS];
GLfloat A_value;
GLfloat cxy[4];
float c1x, c1y, c2x, c2y, r1, r2;
GLint transform_mat_uniform_location;
GLint repeat_type_uniform_location;
GLint n_stop_uniform_location;
GLint stops_uniform_location;
GLint stop_colors_uniform_location;
GLint stop0_uniform_location;
GLint stop1_uniform_location;
GLint stop2_uniform_location;
GLint stop3_uniform_location;
GLint stop4_uniform_location;
GLint stop5_uniform_location;
GLint stop6_uniform_location;
GLint stop7_uniform_location;
GLint stop_color0_uniform_location;
GLint stop_color1_uniform_location;
GLint stop_color2_uniform_location;
GLint stop_color3_uniform_location;
GLint stop_color4_uniform_location;
GLint stop_color5_uniform_location;
GLint stop_color6_uniform_location;
GLint stop_color7_uniform_location;
GLint A_value_uniform_location;
GLint c1_uniform_location;
GLint r1_uniform_location;
GLint c2_uniform_location;
GLint r2_uniform_location;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
/* Create a pixmap with VBO. */
pixmap = glamor_create_pixmap(screen,
width, height,
PIXMAN_FORMAT_DEPTH(format),
GLAMOR_CREATE_PIXMAP_FIXUP);
if (!pixmap)
goto GRADIENT_FAIL;
dst_picture = CreatePicture(0, &pixmap->drawable,
PictureMatchFormat(screen,
PIXMAN_FORMAT_DEPTH(format), format),
0, 0, serverClient, &error);
/* Release the reference, picture will hold the last one. */
glamor_destroy_pixmap(pixmap);
if (!dst_picture)
goto GRADIENT_FAIL;
ValidatePicture(dst_picture);
stops_count = src_picture->pSourcePict->radial.nstops + 2 > RADIAL_DEFAULT_STOPS ?
src_picture->pSourcePict->radial.nstops + 2 : RADIAL_DEFAULT_STOPS;
/* Because the max value of nstops is unkown, so create a programwhen nstops > default.*/
if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_DEFAULT_STOPS) {
gradient_prog = glamor_priv->gradient_prog[GRADIENT_SHADER_RADIAL];
} else {
gradient_prog = _glamor_create_radial_gradient_program(screen,
src_picture->pSourcePict->radial.nstops + 2, 1);
}
/* Bind all the uniform vars .*/
transform_mat_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "transform_mat");
repeat_type_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
n_stop_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "n_stop");
A_value_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "A_value");
repeat_type_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
c1_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "c1");
r1_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "r1");
c2_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "c2");
r2_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "r2");
if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_DEFAULT_STOPS) {
stop0_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop0");
stop1_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop1");
stop2_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop2");
stop3_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop3");
stop4_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop4");
stop5_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop5");
stop6_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop6");
stop7_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop7");
stop_color0_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color0");
stop_color1_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color1");
stop_color2_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color2");
stop_color3_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color3");
stop_color4_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color4");
stop_color5_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color5");
stop_color6_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color6");
stop_color7_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color7");
} else {
stops_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stops");
stop_colors_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_colors");
}
dispatch->glUseProgram(gradient_prog);
dispatch->glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
if (src_picture->transform) {
_glamor_gradient_convert_trans_matrix(src_picture->transform,
transform_mat,
width, height, 0);
dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
1, 1, &transform_mat[0][0]);
} else {
dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
1, 1, &identity_mat[0][0]);
}
if (!_glamor_gradient_set_pixmap_destination(screen, glamor_priv, dst_picture,
&xscale, &yscale, x_source, y_source,
vertices, tex_vertices, 0))
goto GRADIENT_FAIL;
/* Set all the stops and colors to shader. */
if (stops_count > RADIAL_DEFAULT_STOPS) {
stop_colors = malloc(4 * stops_count * sizeof(float));
if (stop_colors == NULL) {
ErrorF("Failed to allocate stop_colors memory.\n");
goto GRADIENT_FAIL;
}
n_stops = malloc(stops_count * sizeof(float));
if (n_stops == NULL) {
ErrorF("Failed to allocate n_stops memory.\n");
goto GRADIENT_FAIL;
}
} else {
stop_colors = stop_colors_st;
n_stops = n_stops_st;
}
count = _glamor_gradient_set_stops(src_picture, &src_picture->pSourcePict->gradient,
stop_colors, n_stops);
if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_DEFAULT_STOPS) {
int j = 0;
dispatch->glUniform4f(stop_color0_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
stop_colors[4*j+2], stop_colors[4*j+3]);
j++;
dispatch->glUniform4f(stop_color1_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
stop_colors[4*j+2], stop_colors[4*j+3]);
j++;
dispatch->glUniform4f(stop_color2_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
stop_colors[4*j+2], stop_colors[4*j+3]);
j++;
dispatch->glUniform4f(stop_color3_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
stop_colors[4*j+2], stop_colors[4*j+3]);
j++;
dispatch->glUniform4f(stop_color4_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
stop_colors[4*j+2], stop_colors[4*j+3]);
j++;
dispatch->glUniform4f(stop_color5_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
stop_colors[4*j+2], stop_colors[4*j+3]);
j++;
dispatch->glUniform4f(stop_color6_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
stop_colors[4*j+2], stop_colors[4*j+3]);
j++;
dispatch->glUniform4f(stop_color7_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
stop_colors[4*j+2], stop_colors[4*j+3]);
j = 0;
dispatch->glUniform1f(stop0_uniform_location, n_stops[j++]);
dispatch->glUniform1f(stop1_uniform_location, n_stops[j++]);
dispatch->glUniform1f(stop2_uniform_location, n_stops[j++]);
dispatch->glUniform1f(stop3_uniform_location, n_stops[j++]);
dispatch->glUniform1f(stop4_uniform_location, n_stops[j++]);
dispatch->glUniform1f(stop5_uniform_location, n_stops[j++]);
dispatch->glUniform1f(stop6_uniform_location, n_stops[j++]);
dispatch->glUniform1f(stop7_uniform_location, n_stops[j++]);
dispatch->glUniform1i(n_stop_uniform_location, count);
} else {
dispatch->glUniform4fv(stop_colors_uniform_location, count, stop_colors);
dispatch->glUniform1fv(stops_uniform_location, count, n_stops);
dispatch->glUniform1i(n_stop_uniform_location, count);
}
c1x = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x);
c1y = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.y);
c2x = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.x);
c2y = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.y);
r1 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.radius);
r2 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.radius);
cxy[0] = c1x;
cxy[1] = c1y;
dispatch->glUniform2fv(c1_uniform_location, 1, cxy);
dispatch->glUniform1f(r1_uniform_location, r1);
cxy[0] = c2x;
cxy[1] = c2y;
dispatch->glUniform2fv(c2_uniform_location, 1, cxy);
dispatch->glUniform1f(r2_uniform_location, r2);
A_value = (c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 - r1) * (r2 - r1);
dispatch->glUniform1f(A_value_uniform_location, A_value);
DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n",
c1x, c1y, r1, c2x, c2y, r2, A_value);
glamor_emit_composite_rect(screen, tex_vertices, NULL, vertices);
if (glamor_priv->render_nr_verts) {
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
else {
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
dispatch->glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
}
dispatch->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
}
/* Do the clear logic.*/
if (stops_count > RADIAL_DEFAULT_STOPS) {
free(n_stops);
free(stop_colors);
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glUseProgram(0);
if (src_picture->pSourcePict->radial.nstops + 2 > RADIAL_DEFAULT_STOPS)
dispatch->glDeleteProgram(gradient_prog);
glamor_put_dispatch(glamor_priv);
return dst_picture;
GRADIENT_FAIL:
if (dst_picture) {
FreePicture(dst_picture, 0);
}
if (stops_count > RADIAL_DEFAULT_STOPS) {
if (n_stops)
free(n_stops);
if (stop_colors)
free(stop_colors);
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glUseProgram(0);
if (src_picture->pSourcePict->radial.nstops + 2 > RADIAL_DEFAULT_STOPS)
dispatch->glDeleteProgram(gradient_prog);
glamor_put_dispatch(glamor_priv);
return NULL;
}
static PicturePtr
_glamor_generate_linear_gradient_picture(ScreenPtr screen,
PicturePtr src_picture,
@ -2046,7 +2536,7 @@ _glamor_generate_linear_gradient_picture(ScreenPtr screen,
if (src_picture->transform) {
_glamor_gradient_convert_trans_matrix(src_picture->transform,
transform_mat,
width, height);
width, height, 1);
dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
1, 1, &transform_mat[0][0]);
} else {
@ -2258,6 +2748,9 @@ glamor_convert_gradient_picture(ScreenPtr screen,
if (source->pSourcePict->type == SourcePictTypeLinear) {
dst = _glamor_generate_linear_gradient_picture(screen,
source, x_source, y_source, width, height, format);
} else if (source->pSourcePict->type == SourcePictTypeRadial) {
dst = _glamor_generate_radial_gradient_picture(screen,
source, x_source, y_source, width, height, format);
}
if (dst) {