308 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			308 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C
		
	
	
	
/*
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 * Copyright © 2014 Keith Packard
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 *
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 * Permission to use, copy, modify, distribute, and sell this software and its
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 * documentation for any purpose is hereby granted without fee, provided that
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 * the above copyright notice appear in all copies and that both that copyright
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 * notice and this permission notice appear in supporting documentation, and
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 * that the name of the copyright holders not be used in advertising or
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 * publicity pertaining to distribution of the software without specific,
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 * written prior permission.  The copyright holders make no representations
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 * about the suitability of this software for any purpose.  It is provided "as
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 * is" without express or implied warranty.
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 *
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 * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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 * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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 * EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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 * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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 * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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 * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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 * OF THIS SOFTWARE.
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 */
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#include "glamor_priv.h"
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#include "glamor_transform.h"
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/*
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 * Set up rendering to target the specified drawable, computing an
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 * appropriate transform for the vertex shader to convert
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 * drawable-relative coordinates into pixmap-relative coordinates. If
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 * requested, the offset from pixmap origin coordinates back to window
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 * system coordinates will be returned in *p_off_x, *p_off_y so that
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 * clipping computations can be adjusted as appropriate
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 */
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Bool
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glamor_set_destination_drawable(DrawablePtr     drawable,
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                                int             box_index,
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                                Bool            do_drawable_translate,
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                                Bool            center_offset,
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                                GLint           matrix_uniform_location,
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                                int             *p_off_x,
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                                int             *p_off_y)
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{
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    ScreenPtr screen = drawable->pScreen;
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    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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    PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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    glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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    int off_x, off_y;
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    BoxPtr box = glamor_pixmap_box_at(pixmap_priv, box_index);
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    int w = box->x2 - box->x1;
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    int h = box->y2 - box->y1;
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    float scale_x = 2.0f / (float) w;
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    float scale_y = 2.0f / (float) h;
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    float center_adjust = 0.0f;
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    glamor_pixmap_fbo *pixmap_fbo;
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    pixmap_fbo = glamor_pixmap_fbo_at(pixmap_priv, box_index);
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    if (!pixmap_fbo)
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        return FALSE;
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    glamor_get_drawable_deltas(drawable, pixmap, &off_x, &off_y);
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    off_x -= box->x1;
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    off_y -= box->y1;
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    if (p_off_x) {
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        *p_off_x = off_x;
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        *p_off_y = off_y;
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    }
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    /* A tricky computation to find the right value for the two linear functions
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     * that transform rendering coordinates to pixmap coordinates
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     *
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     *  pixmap_x = render_x + drawable->x + off_x
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     *  pixmap_y = render_y + drawable->y + off_y
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     *
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     *  gl_x = pixmap_x * 2 / width - 1
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     *  gl_y = pixmap_y * 2 / height - 1
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     *
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     *  gl_x = (render_x + drawable->x + off_x) * 2 / width - 1
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     *
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     *  gl_x = (render_x) * 2 / width + (drawable->x + off_x) * 2 / width - 1
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     */
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    if (do_drawable_translate) {
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        off_x += drawable->x;
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        off_y += drawable->y;
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    }
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    /*
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     * To get GL_POINTS drawn in the right spot, we need to adjust the
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     * coordinates by 1/2 a pixel.
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     */
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    if (center_offset)
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        center_adjust = 0.5f;
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    glUniform4f(matrix_uniform_location,
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                scale_x, (off_x + center_adjust) * scale_x - 1.0f,
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                scale_y, (off_y + center_adjust) * scale_y - 1.0f);
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    glamor_set_destination_pixmap_fbo(glamor_priv, pixmap_fbo,
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                                      0, 0, w, h);
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    return TRUE;
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}
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/*
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 * Set up for solid rendering to the specified pixmap using alu, fg and planemask
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 * from the specified GC. Load the target color into the specified uniform
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 */
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void
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glamor_set_color_depth(ScreenPtr      pScreen,
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                       int            depth,
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                       CARD32         pixel,
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                       GLint          uniform)
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{
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    glamor_screen_private *glamor_priv = glamor_get_screen_private(pScreen);
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    float       color[4];
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    glamor_get_rgba_from_pixel(pixel,
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                               &color[0], &color[1], &color[2], &color[3],
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                               format_for_depth(depth));
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    if ((depth == 1 || depth == 8) &&
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        glamor_priv->one_channel_format == GL_RED)
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      color[0] = color[3];
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    glUniform4fv(uniform, 1, color);
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}
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Bool
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glamor_set_solid(PixmapPtr      pixmap,
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                 GCPtr          gc,
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                 Bool           use_alu,
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                 GLint          uniform)
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{
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    CARD32      pixel;
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    int         alu = use_alu ? gc->alu : GXcopy;
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    if (!glamor_set_planemask(gc->depth, gc->planemask))
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        return FALSE;
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    pixel = gc->fgPixel;
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    if (!glamor_set_alu(pixmap->drawable.pScreen, alu)) {
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        switch (gc->alu) {
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        case GXclear:
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            pixel = 0;
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            break;
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        case GXcopyInverted:
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            pixel = ~pixel;
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            break;
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        case GXset:
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            pixel = ~0 & gc->planemask;
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            break;
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        default:
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            return FALSE;
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        }
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    }
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    glamor_set_color(pixmap, gc->fgPixel, uniform);
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    return TRUE;
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}
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Bool
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glamor_set_texture_pixmap(PixmapPtr texture, Bool destination_red)
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{
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    glamor_pixmap_private *texture_priv;
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    texture_priv = glamor_get_pixmap_private(texture);
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    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(texture_priv))
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        return FALSE;
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    if (glamor_pixmap_priv_is_large(texture_priv))
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        return FALSE;
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    glamor_bind_texture(glamor_get_screen_private(texture->drawable.pScreen),
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                        GL_TEXTURE0,
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                        texture_priv->fbo, destination_red);
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    /* we're not setting the sampler uniform here as we always use
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     * GL_TEXTURE0, and the default value for uniforms is zero. So,
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     * save a bit of CPU time by taking advantage of that.
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     */
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    return TRUE;
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}
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Bool
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glamor_set_texture(PixmapPtr    texture,
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                   Bool         destination_red,
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                   int          off_x,
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                   int          off_y,
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                   GLint        offset_uniform,
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                   GLint        size_inv_uniform)
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{
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    if (!glamor_set_texture_pixmap(texture, destination_red))
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        return FALSE;
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    glUniform2f(offset_uniform, off_x, off_y);
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    glUniform2f(size_inv_uniform, 1.0f/texture->drawable.width, 1.0f/texture->drawable.height);
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    return TRUE;
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}
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Bool
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glamor_set_tiled(PixmapPtr      pixmap,
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                 GCPtr          gc,
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                 GLint          offset_uniform,
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                 GLint          size_inv_uniform)
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{
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    if (!glamor_set_alu(pixmap->drawable.pScreen, gc->alu))
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        return FALSE;
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    if (!glamor_set_planemask(gc->depth, gc->planemask))
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        return FALSE;
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    return glamor_set_texture(gc->tile.pixmap,
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                              TRUE,
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                              -gc->patOrg.x,
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                              -gc->patOrg.y,
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                              offset_uniform,
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                              size_inv_uniform);
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}
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static PixmapPtr
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glamor_get_stipple_pixmap(GCPtr gc)
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{
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    glamor_gc_private *gc_priv = glamor_get_gc_private(gc);
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    ScreenPtr   screen = gc->pScreen;
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    PixmapPtr   bitmap;
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    PixmapPtr   pixmap;
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    GCPtr       scratch_gc;
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    ChangeGCVal changes[2];
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    if (gc_priv->stipple)
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        return gc_priv->stipple;
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    bitmap = gc->stipple;
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    if (!bitmap)
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        goto bail;
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    pixmap = glamor_create_pixmap(screen,
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                                  bitmap->drawable.width,
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                                  bitmap->drawable.height,
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                                  8, GLAMOR_CREATE_NO_LARGE);
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    if (!pixmap)
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        goto bail;
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    scratch_gc = GetScratchGC(8, screen);
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    if (!scratch_gc)
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        goto bail_pixmap;
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    changes[0].val = 0xff;
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    changes[1].val = 0x00;
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    if (ChangeGC(NullClient, scratch_gc,
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                 GCForeground|GCBackground, changes) != Success)
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        goto bail_gc;
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    ValidateGC(&pixmap->drawable, scratch_gc);
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    (*scratch_gc->ops->CopyPlane)(&bitmap->drawable,
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                                  &pixmap->drawable,
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                                  scratch_gc,
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                                  0, 0,
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                                  bitmap->drawable.width,
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                                  bitmap->drawable.height,
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                                  0, 0, 0x1);
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    FreeScratchGC(scratch_gc);
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    gc_priv->stipple = pixmap;
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    glamor_track_stipple(gc);
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    return pixmap;
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bail_gc:
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    FreeScratchGC(scratch_gc);
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bail_pixmap:
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    glamor_destroy_pixmap(pixmap);
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bail:
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    return NULL;
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}
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Bool
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glamor_set_stippled(PixmapPtr      pixmap,
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                    GCPtr          gc,
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                    GLint          fg_uniform,
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                    GLint          offset_uniform,
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                    GLint          size_uniform)
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{
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    PixmapPtr   stipple;
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    stipple = glamor_get_stipple_pixmap(gc);
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    if (!stipple)
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        return FALSE;
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    if (!glamor_set_solid(pixmap, gc, TRUE, fg_uniform))
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        return FALSE;
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    return glamor_set_texture(stipple,
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                              FALSE,
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                              -gc->patOrg.x,
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                              -gc->patOrg.y,
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                              offset_uniform,
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                              size_uniform);
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}
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