294 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			294 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
/*
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 * Copyright © 2009 Intel Corporation
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the next
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 * paragraph) shall be included in all copies or substantial portions of the
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 * Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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 * IN THE SOFTWARE.
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 *
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 * Authors:
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 *    Eric Anholt <eric@anholt.net>
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 *    Zhigang Gong <zhigang.gong@linux.intel.com>
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 *
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 */
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#include "glamor_priv.h"
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/** @file glamor_tile.c
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 *
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 * Implements the basic fill-with-a-tile support used by multiple GC ops.
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 */
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void
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glamor_init_tile_shader(ScreenPtr screen)
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{
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    glamor_screen_private *glamor_priv;
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    const char *tile_vs =
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        "attribute vec4 v_position;\n"
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        "attribute vec4 v_texcoord0;\n"
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        "varying vec2 tile_texture;\n"
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        "void main()\n"
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        "{\n"
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        "       gl_Position = v_position;\n"
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        "       tile_texture = v_texcoord0.xy;\n"
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        "}\n";
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    const char *tile_fs =
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        GLAMOR_DEFAULT_PRECISION
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        "varying vec2 tile_texture;\n"
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        "uniform sampler2D sampler;\n"
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        "uniform vec2	wh;"
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        "void main()\n"
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        "{\n"
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        "   vec2 rel_tex;"
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        "   rel_tex = tile_texture * wh; \n"
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        "   rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
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        "	gl_FragColor = texture2D(sampler, rel_tex);\n"
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        "}\n";
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    GLint fs_prog, vs_prog;
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    GLint sampler_uniform_location;
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    glamor_priv = glamor_get_screen_private(screen);
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    glamor_make_current(glamor_priv);
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    glamor_priv->tile_prog = glCreateProgram();
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    vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, tile_vs);
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    fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, tile_fs);
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    glAttachShader(glamor_priv->tile_prog, vs_prog);
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    glAttachShader(glamor_priv->tile_prog, fs_prog);
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    glBindAttribLocation(glamor_priv->tile_prog,
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                         GLAMOR_VERTEX_POS, "v_position");
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    glBindAttribLocation(glamor_priv->tile_prog,
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                         GLAMOR_VERTEX_SOURCE, "v_texcoord0");
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    glamor_link_glsl_prog(screen, glamor_priv->tile_prog, "tile");
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    sampler_uniform_location =
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        glGetUniformLocation(glamor_priv->tile_prog, "sampler");
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    glUseProgram(glamor_priv->tile_prog);
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    glUniform1i(sampler_uniform_location, 0);
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    glamor_priv->tile_wh =
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        glGetUniformLocation(glamor_priv->tile_prog, "wh");
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}
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void
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glamor_fini_tile_shader(ScreenPtr screen)
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{
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    glamor_screen_private *glamor_priv;
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    glamor_priv = glamor_get_screen_private(screen);
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    glamor_make_current(glamor_priv);
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    glDeleteProgram(glamor_priv->tile_prog);
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}
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static void
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_glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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             int x, int y, int width, int height, int tile_x, int tile_y)
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{
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    ScreenPtr screen = pixmap->drawable.pScreen;
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    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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    int x1 = x;
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    int x2 = x + width;
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    int y1 = y;
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    int y2 = y + height;
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    int tile_x1 = tile_x;
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    int tile_x2 = tile_x + width;
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    int tile_y1 = tile_y;
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    int tile_y2 = tile_y + height;
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    float vertices[8];
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    float source_texcoords[8];
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    GLfloat dst_xscale, dst_yscale, src_xscale, src_yscale;
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    glamor_pixmap_private *src_pixmap_priv;
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    glamor_pixmap_private *dst_pixmap_priv;
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    float wh[4];
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    src_pixmap_priv = glamor_get_pixmap_private(tile);
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    dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
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    glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv);
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    pixmap_priv_get_dest_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale);
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    pixmap_priv_get_scale(src_pixmap_priv, &src_xscale, &src_yscale);
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    glamor_make_current(glamor_priv);
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    glUseProgram(glamor_priv->tile_prog);
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    glamor_pixmap_fbo_fix_wh_ratio(wh, src_pixmap_priv);
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    glUniform2fv(glamor_priv->tile_wh, 1, wh);
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    glActiveTexture(GL_TEXTURE0);
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    glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->tex);
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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    glamor_set_repeat_normalize_tcoords
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        (src_pixmap_priv, RepeatNormal,
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         src_xscale, src_yscale,
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         tile_x1, tile_y1,
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         tile_x2, tile_y2, glamor_priv->yInverted, source_texcoords);
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    glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
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                          2 * sizeof(float), source_texcoords);
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    glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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    glamor_set_normalize_vcoords(dst_pixmap_priv, dst_xscale, dst_yscale,
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                                 x1, y1,
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                                 x2, y2, glamor_priv->yInverted, vertices);
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    glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
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                          2 * sizeof(float), vertices);
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    glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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    glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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    glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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    glamor_priv->state = RENDER_STATE;
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    glamor_priv->render_idle_cnt = 0;
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}
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Bool
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glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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            int x, int y, int width, int height,
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            unsigned char alu, unsigned long planemask, int tile_x, int tile_y)
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{
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    ScreenPtr screen = pixmap->drawable.pScreen;
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    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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    glamor_pixmap_private *dst_pixmap_priv;
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    glamor_pixmap_private *src_pixmap_priv;
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    dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
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    src_pixmap_priv = glamor_get_pixmap_private(tile);
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    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dst_pixmap_priv))
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        return FALSE;
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    if (glamor_priv->tile_prog == 0) {
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        glamor_fallback("Tiling unsupported\n");
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        goto fail;
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    }
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    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(src_pixmap_priv)) {
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        /* XXX dynamic uploading candidate. */
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        glamor_fallback("Non-texture tile pixmap\n");
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        goto fail;
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    }
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    if (!glamor_set_planemask(pixmap, planemask)) {
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        glamor_fallback("unsupported planemask %lx\n", planemask);
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        goto fail;
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    }
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    glamor_make_current(glamor_priv);
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    if (!glamor_set_alu(screen, alu)) {
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        glamor_fallback("unsupported alu %x\n", alu);
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        goto fail;
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    }
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    if (dst_pixmap_priv->type == GLAMOR_TEXTURE_LARGE
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        || src_pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
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        glamor_pixmap_clipped_regions *clipped_dst_regions;
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        int n_dst_region, i, j, k;
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        BoxRec box;
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        RegionRec region;
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        box.x1 = x;
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        box.y1 = y;
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        box.x2 = x + width;
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        box.y2 = y + height;
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        RegionInitBoxes(®ion, &box, 1);
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        clipped_dst_regions = glamor_compute_clipped_regions(dst_pixmap_priv,
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                                                             ®ion,
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                                                             &n_dst_region, 0,
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                                                             0, 0);
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        for (i = 0; i < n_dst_region; i++) {
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            int n_src_region;
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            glamor_pixmap_clipped_regions *clipped_src_regions;
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            BoxPtr current_boxes;
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            int n_current_boxes;
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            SET_PIXMAP_FBO_CURRENT(dst_pixmap_priv,
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                                   clipped_dst_regions[i].block_idx);
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            if (src_pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
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                RegionTranslate(clipped_dst_regions[i].region,
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                                tile_x - x, tile_y - y);
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                DEBUGF("tiled a large src pixmap. %dx%d \n",
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                       tile->drawable.width, tile->drawable.height);
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                clipped_src_regions =
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                    glamor_compute_clipped_regions(src_pixmap_priv,
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                                                   clipped_dst_regions[i].
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                                                   region, &n_src_region, 1, 0,
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                                                   0);
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                DEBUGF("got %d src regions %d \n", n_src_region);
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                for (j = 0; j < n_src_region; j++) {
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                    SET_PIXMAP_FBO_CURRENT(src_pixmap_priv,
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                                           clipped_src_regions[j].block_idx);
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                    RegionTranslate(clipped_src_regions[j].region,
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                                    x - tile_x, y - tile_y);
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                    current_boxes = RegionRects(clipped_src_regions[j].region);
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                    n_current_boxes =
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                        RegionNumRects(clipped_src_regions[j].region);
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                    for (k = 0; k < n_current_boxes; k++) {
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                        DEBUGF
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                            ("Tile on %d %d %d %d dst block id %d tile block id %d tilex %d tiley %d\n",
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                             current_boxes[k].x1, current_boxes[k].y1,
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                             current_boxes[k].x2 - current_boxes[k].x1,
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                             current_boxes[k].y2 - current_boxes[k].y1,
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                             clipped_dst_regions[i].block_idx,
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                             clipped_src_regions[j].block_idx,
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                             (tile_x + (current_boxes[k].x1 - x)),
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                             tile_y + (current_boxes[k].y1 - y));
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                        _glamor_tile(pixmap, tile,
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                                     current_boxes[k].x1, current_boxes[k].y1,
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                                     current_boxes[k].x2 - current_boxes[k].x1,
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                                     current_boxes[k].y2 - current_boxes[k].y1,
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                                     (tile_x + (current_boxes[k].x1 - x)),
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                                     (tile_y + (current_boxes[k].y1 - y)));
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                    }
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                    RegionDestroy(clipped_src_regions[j].region);
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                }
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                free(clipped_src_regions);
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            }
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            else {
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                current_boxes = RegionRects(clipped_dst_regions[i].region);
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                n_current_boxes = RegionNumRects(clipped_dst_regions[i].region);
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                for (k = 0; k < n_current_boxes; k++) {
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                    _glamor_tile(pixmap, tile,
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                                 current_boxes[k].x1, current_boxes[k].y1,
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                                 current_boxes[k].x2 - current_boxes[k].x1,
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                                 current_boxes[k].y2 - current_boxes[k].y1,
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                                 (tile_x + (current_boxes[k].x1 - x)),
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                                 (tile_y + (current_boxes[k].y1 - y)));
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                }
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            }
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            RegionDestroy(clipped_dst_regions[i].region);
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        }
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        free(clipped_dst_regions);
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        RegionUninit(®ion);
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    }
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    else
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        _glamor_tile(pixmap, tile, x, y, width, height, tile_x, tile_y);
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    glamor_set_alu(screen, GXcopy);
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    return TRUE;
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 fail:
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    return FALSE;
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}
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