368 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			368 lines
		
	
	
		
			10 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_program.h"
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#include "glamor_transform.h"
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#include "glamor_transfer.h"
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#include "glamor_prepare.h"
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static const char dash_vs_vars[] =
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    "attribute vec3 primitive;\n"
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    "varying float dash_offset;\n";
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static const char dash_vs_exec[] =
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    "       dash_offset = primitive.z / dash_length;\n"
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    GLAMOR_POS(gl_Position, primitive.xy);
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static const char dash_fs_vars[] =
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    "varying float dash_offset;\n";
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static const char on_off_fs_exec[] =
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    "       float pattern = texture2D(dash, vec2(dash_offset, 0.5)).w;\n"
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    "       if (pattern == 0.0)\n"
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    "               discard;\n";
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/* XXX deal with stippled double dashed lines once we have stippling support */
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static const char double_fs_exec[] =
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    "       float pattern = texture2D(dash, vec2(dash_offset, 0.5)).w;\n"
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    "       if (pattern == 0.0)\n"
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    "               gl_FragColor = bg;\n"
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    "       else\n"
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    "               gl_FragColor = fg;\n";
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static const glamor_facet glamor_facet_on_off_dash_lines = {
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    .version = 130,
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    .name = "poly_lines_on_off_dash",
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    .vs_vars = dash_vs_vars,
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    .vs_exec = dash_vs_exec,
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    .fs_vars = dash_fs_vars,
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    .fs_exec = on_off_fs_exec,
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    .locations = glamor_program_location_dash,
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};
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static const glamor_facet glamor_facet_double_dash_lines = {
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    .version = 130,
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    .name = "poly_lines_double_dash",
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    .vs_vars = dash_vs_vars,
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    .vs_exec = dash_vs_exec,
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    .fs_vars = dash_fs_vars,
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    .fs_exec = double_fs_exec,
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    .locations = (glamor_program_location_dash|
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                  glamor_program_location_fg|
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                  glamor_program_location_bg),
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};
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static PixmapPtr
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glamor_get_dash_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   pixmap;
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    int         offset;
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    int         d;
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    uint32_t    pixel;
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    GCPtr       scratch_gc;
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    if (gc_priv->dash)
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        return gc_priv->dash;
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    offset = 0;
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    for (d = 0; d < gc->numInDashList; d++)
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        offset += gc->dash[d];
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    pixmap = glamor_create_pixmap(screen, offset, 1, 8, 0);
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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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    pixel = 0xffffffff;
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    offset = 0;
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    for (d = 0; d < gc->numInDashList; d++) {
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        xRectangle      rect;
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        ChangeGCVal     changes;
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        changes.val = pixel;
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        (void) ChangeGC(NullClient, scratch_gc,
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                        GCForeground, &changes);
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        ValidateGC(&pixmap->drawable, scratch_gc);
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        rect.x = offset;
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        rect.y = 0;
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        rect.width = gc->dash[d];
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        rect.height = 1;
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        scratch_gc->ops->PolyFillRect (&pixmap->drawable, scratch_gc, 1, &rect);
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        offset += gc->dash[d];
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        pixel = ~pixel;
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    }
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    FreeScratchGC(scratch_gc);
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    gc_priv->dash = pixmap;
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    return pixmap;
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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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static glamor_program *
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glamor_dash_setup(DrawablePtr drawable, GCPtr gc)
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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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    PixmapPtr dash_pixmap;
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    glamor_pixmap_private *dash_priv;
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    glamor_program *prog;
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    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
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        goto bail;
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    if (gc->lineWidth != 0)
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        goto bail;
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    dash_pixmap = glamor_get_dash_pixmap(gc);
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    dash_priv = glamor_get_pixmap_private(pixmap);
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    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dash_priv))
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        goto bail;
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    glamor_make_current(glamor_priv);
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    switch (gc->lineStyle) {
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    case LineOnOffDash:
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        prog = glamor_use_program_fill(pixmap, gc,
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                                       &glamor_priv->on_off_dash_line_progs,
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                                       &glamor_facet_on_off_dash_lines);
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        if (!prog)
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            goto bail;
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        break;
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    case LineDoubleDash:
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        if (gc->fillStyle != FillSolid)
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            goto bail;
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        prog = &glamor_priv->double_dash_line_prog;
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        if (!prog->prog) {
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            if (!glamor_build_program(screen, prog,
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                                      &glamor_facet_double_dash_lines,
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                                      NULL, NULL, NULL))
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                goto bail;
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        }
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        if (!glamor_use_program(pixmap, gc, prog, NULL))
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            goto bail;
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        glamor_set_color(pixmap, gc->fgPixel, prog->fg_uniform);
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        glamor_set_color(pixmap, gc->bgPixel, prog->bg_uniform);
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        break;
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    default:
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        goto bail;
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    }
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    /* Set the dash pattern as texture 1 */
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    glActiveTexture(GL_TEXTURE1);
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    glBindTexture(GL_TEXTURE_2D, dash_priv->fbo->tex);
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    glUniform1i(prog->dash_uniform, 1);
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    glUniform1f(prog->dash_length_uniform, dash_pixmap->drawable.width);
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    return prog;
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bail:
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    return NULL;
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}
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static void
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glamor_dash_loop(DrawablePtr drawable, GCPtr gc, glamor_program *prog,
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                 int n, GLenum mode)
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{
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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 box_index;
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    int off_x, off_y;
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    glEnable(GL_SCISSOR_TEST);
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    glamor_pixmap_loop(pixmap_priv, box_index) {
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        int nbox = RegionNumRects(gc->pCompositeClip);
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        BoxPtr box = RegionRects(gc->pCompositeClip);
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        glamor_set_destination_drawable(drawable, box_index, TRUE, TRUE,
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                                        prog->matrix_uniform, &off_x, &off_y);
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        while (nbox--) {
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            glScissor(box->x1 + off_x,
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                      box->y1 + off_y,
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                      box->x2 - box->x1,
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                      box->y2 - box->y1);
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            box++;
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            glDrawArrays(mode, 0, n);
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        }
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    }
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    glDisable(GL_SCISSOR_TEST);
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    glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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}
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static int
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glamor_line_length(short x1, short y1, short x2, short y2)
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{
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    return max(abs(x2 - x1), abs(y2 - y1));
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}
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Bool
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glamor_poly_lines_dash_gl(DrawablePtr drawable, GCPtr gc,
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                          int mode, int n, DDXPointPtr points)
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{
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    ScreenPtr screen = drawable->pScreen;
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    glamor_program *prog;
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    short *v;
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    char *vbo_offset;
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    int add_last;
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    int dash_pos;
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    int prev_x, prev_y;
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    int i;
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    if (n < 2)
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        return TRUE;
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    if (!(prog = glamor_dash_setup(drawable, gc)))
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        return FALSE;
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    add_last = 0;
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    if (gc->capStyle != CapNotLast)
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        add_last = 1;
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    /* Set up the vertex buffers for the points */
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    v = glamor_get_vbo_space(drawable->pScreen,
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                             (n + add_last) * 3 * sizeof (short),
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                             &vbo_offset);
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    glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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    glVertexAttribPointer(GLAMOR_VERTEX_POS, 3, GL_SHORT, GL_FALSE,
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                          3 * sizeof (short), vbo_offset);
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    dash_pos = gc->dashOffset;
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    prev_x = prev_y = 0;
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    for (i = 0; i < n; i++) {
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        int this_x = points[i].x;
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        int this_y = points[i].y;
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        if (i) {
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            if (mode == CoordModePrevious) {
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                this_x += prev_x;
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                this_y += prev_y;
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            }
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            dash_pos += glamor_line_length(prev_x, prev_y,
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                                           this_x, this_y);
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        }
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        v[0] = prev_x = this_x;
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        v[1] = prev_y = this_y;
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        v[2] = dash_pos;
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        v += 3;
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    }
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    if (add_last) {
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        v[0] = prev_x + 1;
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        v[1] = prev_y;
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        v[2] = dash_pos + 1;
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    }
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    glamor_put_vbo_space(screen);
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    glamor_dash_loop(drawable, gc, prog, n + add_last, GL_LINE_STRIP);
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    return TRUE;
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}
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static short *
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glamor_add_segment(short *v, short x1, short y1, short x2, short y2,
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                   int dash_start, int dash_end)
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{
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    v[0] = x1;
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    v[1] = y1;
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    v[2] = dash_start;
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    v[3] = x2;
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    v[4] = y2;
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    v[5] = dash_end;
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    return v + 6;
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}
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Bool
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glamor_poly_segment_dash_gl(DrawablePtr drawable, GCPtr gc,
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                            int nseg, xSegment *segs)
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{
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    ScreenPtr screen = drawable->pScreen;
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    glamor_program *prog;
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    short *v;
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    char *vbo_offset;
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    int dash_start = gc->dashOffset;
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    int add_last;
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    int i;
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    if (!(prog = glamor_dash_setup(drawable, gc)))
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        return FALSE;
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    add_last = 0;
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    if (gc->capStyle != CapNotLast)
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        add_last = 1;
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    /* Set up the vertex buffers for the points */
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    v = glamor_get_vbo_space(drawable->pScreen,
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                             (nseg<<add_last) * 6 * sizeof (short),
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                             &vbo_offset);
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    glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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    glVertexAttribPointer(GLAMOR_VERTEX_POS, 3, GL_SHORT, GL_FALSE,
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                          3 * sizeof (short), vbo_offset);
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    for (i = 0; i < nseg; i++) {
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        int dash_end = dash_start + glamor_line_length(segs[i].x1, segs[i].y1,
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                                                       segs[i].x2, segs[i].y2);
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        v = glamor_add_segment(v,
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                               segs[i].x1, segs[i].y1,
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                               segs[i].x2, segs[i].y2,
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                               dash_start, dash_end);
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        if (add_last)
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            v = glamor_add_segment(v,
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                                   segs[i].x2, segs[i].y2,
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                                   segs[i].x2 + 1, segs[i].y2,
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                                   dash_end, dash_end + 1);
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    }
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    glamor_put_vbo_space(screen);
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    glamor_dash_loop(drawable, gc, prog, nseg << (1 + add_last), GL_LINES);
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    return TRUE;
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}
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