static cairo_int_status_t _cairo_gl_composite_setup_painted_clipping (cairo_gl_composite_t *setup, cairo_gl_context_t *ctx, int vertex_size) { cairo_int_status_t status = CAIRO_INT_STATUS_SUCCESS; cairo_gl_surface_t *dst = setup->dst; cairo_clip_t *clip = setup->clip; if (clip->num_boxes == 1 && clip->path == NULL) { _scissor_to_box (dst, &clip->boxes[0]); goto disable_stencil_buffer_and_return; } /* If we cannot reduce the clip to a rectangular region, we clip using the stencil buffer. */ glDisable (GL_SCISSOR_TEST); if (! _cairo_gl_ensure_stencil (ctx, setup->dst)) { status = CAIRO_INT_STATUS_UNSUPPORTED; goto disable_stencil_buffer_and_return; } glDepthMask (GL_TRUE); glEnable (GL_STENCIL_TEST); glClearStencil (0); glClear (GL_STENCIL_BUFFER_BIT); glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilFunc (GL_EQUAL, 1, 0xffffffff); glColorMask (0, 0, 0, 0); status = _cairo_gl_msaa_compositor_draw_clip (ctx, setup, clip); if (unlikely (status)) { glColorMask (1, 1, 1, 1); goto disable_stencil_buffer_and_return; } /* We want to only render to the stencil buffer, so draw everything now. Flushing also unbinds the VBO, which we want to rebind for regular drawing. */ _cairo_gl_composite_flush (ctx); _cairo_gl_composite_setup_vbo (ctx, vertex_size); glColorMask (1, 1, 1, 1); glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc (GL_EQUAL, 1, 0xffffffff); return CAIRO_INT_STATUS_SUCCESS; disable_stencil_buffer_and_return: _disable_stencil_buffer (); return status; }
cairo_status_t _cairo_gl_composite_begin_multisample (cairo_gl_composite_t *setup, cairo_gl_context_t **ctx_out, cairo_bool_t multisampling) { unsigned int dst_size, src_size, mask_size, vertex_size; cairo_gl_context_t *ctx; cairo_status_t status; cairo_bool_t component_alpha; cairo_gl_shader_t *shader; cairo_operator_t op = setup->op; cairo_surface_t *mask_surface = NULL; assert (setup->dst); status = _cairo_gl_context_acquire (setup->dst->base.device, &ctx); if (unlikely (status)) return status; _cairo_gl_context_set_destination (ctx, setup->dst, multisampling); if (ctx->states_cache.blend_enabled == FALSE) { glEnable (GL_BLEND); ctx->states_cache.blend_enabled = TRUE; } component_alpha = setup->mask.type == CAIRO_GL_OPERAND_TEXTURE && setup->mask.texture.attributes.has_component_alpha; /* Do various magic for component alpha */ if (component_alpha) { status = _cairo_gl_composite_begin_component_alpha (ctx, setup); if (unlikely (status)) goto FAIL; } else { if (ctx->pre_shader) { _cairo_gl_composite_flush (ctx); ctx->pre_shader = NULL; } } status = _cairo_gl_get_shader_by_type (ctx, &setup->src, &setup->mask, setup->spans, component_alpha ? CAIRO_GL_SHADER_IN_CA_SOURCE : CAIRO_GL_SHADER_IN_NORMAL, &shader); if (unlikely (status)) { ctx->pre_shader = NULL; goto FAIL; } if (ctx->current_shader != shader) _cairo_gl_composite_flush (ctx); status = CAIRO_STATUS_SUCCESS; dst_size = 2 * sizeof (GLfloat); src_size = _cairo_gl_operand_get_vertex_size (&setup->src); mask_size = _cairo_gl_operand_get_vertex_size (&setup->mask); vertex_size = dst_size + src_size + mask_size; if (setup->spans) vertex_size += sizeof (GLfloat); _cairo_gl_composite_setup_vbo (ctx, vertex_size); _cairo_gl_context_setup_operand (ctx, CAIRO_GL_TEX_SOURCE, &setup->src, vertex_size, dst_size); _cairo_gl_context_setup_operand (ctx, CAIRO_GL_TEX_MASK, &setup->mask, vertex_size, dst_size + src_size); if (setup->spans) _cairo_gl_context_setup_spans (ctx, vertex_size, dst_size + src_size + mask_size); else { ctx->dispatch.DisableVertexAttribArray (CAIRO_GL_COVERAGE_ATTRIB_INDEX); ctx->spans = FALSE; } /* XXX: Shoot me - we have converted CLEAR to DEST_OUT, so the dst_factor would be GL_ONE_MINUS_SRC_ALPHA, if the mask is a surface and mask content not content_alpha, we want to use GL_ONE_MINUS_SRC_COLOR, otherwise, we use GL_ONE_MINUS_SRC_ALPHA */ if (setup->mask.type == CAIRO_GL_OPERAND_TEXTURE) mask_surface = &setup->mask.texture.surface->base; if (op == CAIRO_OPERATOR_CLEAR && component_alpha && mask_surface != NULL && cairo_surface_get_content (mask_surface) == CAIRO_CONTENT_ALPHA) component_alpha = FALSE; _cairo_gl_set_operator (ctx, setup->op, component_alpha); if (_cairo_gl_context_is_flushed (ctx)) { if (ctx->pre_shader) { _cairo_gl_set_shader (ctx, ctx->pre_shader); _cairo_gl_composite_bind_to_shader (ctx, setup); } _cairo_gl_set_shader (ctx, shader); _cairo_gl_composite_bind_to_shader (ctx, setup); } status = _cairo_gl_composite_setup_clipping (setup, ctx, vertex_size); if (unlikely (status)) goto FAIL; *ctx_out = ctx; FAIL: if (unlikely (status)) status = _cairo_gl_context_release (ctx, status); return status; }
static cairo_int_status_t _cairo_gl_composite_setup_painted_clipping (cairo_gl_composite_t *setup, cairo_gl_context_t *ctx, int vertex_size, cairo_bool_t equal_clip) { cairo_int_status_t status = CAIRO_INT_STATUS_SUCCESS; cairo_gl_surface_t *dst = setup->dst; cairo_clip_t *clip = setup->clip; cairo_traps_t traps; const cairo_rectangle_int_t *clip_extents; if (clip->num_boxes == 1 && clip->path == NULL) { _scissor_to_box (dst, &clip->boxes[0]); goto disable_stencil_buffer_and_return; } if (! _cairo_gl_ensure_stencil (ctx, setup->dst)) { status = CAIRO_INT_STATUS_UNSUPPORTED; goto disable_stencil_buffer_and_return; } if (! ctx->states_cache.depth_mask ) { glDepthMask (GL_TRUE); ctx->states_cache.depth_mask = TRUE; } glEnable (GL_STENCIL_TEST); clip_extents = _cairo_clip_get_extents ((const cairo_clip_t *)clip); _cairo_gl_scissor_to_extents (dst, clip_extents); if (equal_clip) return CAIRO_INT_STATUS_SUCCESS; glClearStencil (0); glClear (GL_STENCIL_BUFFER_BIT); glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilFunc (GL_EQUAL, 1, 0xffffffff); glColorMask (0, 0, 0, 0); _cairo_traps_init (&traps); status = _cairo_gl_msaa_compositor_draw_clip (ctx, setup, clip, &traps); _cairo_traps_fini (&traps); if (unlikely (status)) { glColorMask (1, 1, 1, 1); goto disable_stencil_buffer_and_return; } /* We want to only render to the stencil buffer, so draw everything now. Flushing also unbinds the VBO, which we want to rebind for regular drawing. */ _cairo_gl_composite_flush (ctx); _cairo_gl_composite_setup_vbo (ctx, vertex_size); glColorMask (1, 1, 1, 1); glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc (GL_EQUAL, 1, 0xffffffff); return CAIRO_INT_STATUS_SUCCESS; disable_stencil_buffer_and_return: _disable_stencil_buffer (); return status; }
cairo_status_t _cairo_gl_composite_begin (cairo_gl_composite_t *setup, cairo_gl_context_t **ctx_out) { unsigned int dst_size, src_size, mask_size, vertex_size; cairo_gl_context_t *ctx; cairo_status_t status; cairo_bool_t component_alpha; cairo_gl_shader_t *shader; assert (setup->dst); status = _cairo_gl_context_acquire (setup->dst->base.device, &ctx); if (unlikely (status)) return status; _cairo_gl_context_set_destination (ctx, setup->dst, setup->multisample); glEnable (GL_BLEND); component_alpha = setup->mask.type == CAIRO_GL_OPERAND_TEXTURE && setup->mask.texture.attributes.has_component_alpha; /* Do various magic for component alpha */ if (component_alpha) { status = _cairo_gl_composite_begin_component_alpha (ctx, setup); if (unlikely (status)) goto FAIL; } else { if (ctx->pre_shader) { _cairo_gl_composite_flush (ctx); ctx->pre_shader = NULL; } } status = _cairo_gl_get_shader_by_type (ctx, &setup->src, &setup->mask, setup->spans, component_alpha ? CAIRO_GL_SHADER_IN_CA_SOURCE : CAIRO_GL_SHADER_IN_NORMAL, &shader); if (unlikely (status)) { ctx->pre_shader = NULL; goto FAIL; } if (ctx->current_shader != shader) _cairo_gl_composite_flush (ctx); status = CAIRO_STATUS_SUCCESS; dst_size = 2 * sizeof (GLfloat); src_size = _cairo_gl_operand_get_vertex_size (setup->src.type); mask_size = _cairo_gl_operand_get_vertex_size (setup->mask.type); vertex_size = dst_size + src_size + mask_size; if (setup->spans) vertex_size += sizeof (GLfloat); _cairo_gl_composite_setup_vbo (ctx, vertex_size); _cairo_gl_context_setup_operand (ctx, CAIRO_GL_TEX_SOURCE, &setup->src, vertex_size, dst_size); _cairo_gl_context_setup_operand (ctx, CAIRO_GL_TEX_MASK, &setup->mask, vertex_size, dst_size + src_size); _cairo_gl_context_setup_spans (ctx, setup->spans, vertex_size, dst_size + src_size + mask_size); _cairo_gl_set_operator (ctx, setup->op, component_alpha); if (_cairo_gl_context_is_flushed (ctx)) { if (ctx->pre_shader) { _cairo_gl_set_shader (ctx, ctx->pre_shader); _cairo_gl_composite_bind_to_shader (ctx, setup); } _cairo_gl_set_shader (ctx, shader); _cairo_gl_composite_bind_to_shader (ctx, setup); } status = _cairo_gl_composite_setup_clipping (setup, ctx, vertex_size); if (unlikely (status)) goto FAIL; *ctx_out = ctx; FAIL: if (unlikely (status)) status = _cairo_gl_context_release (ctx, status); return status; }
cairo_status_t _cairo_gl_set_operands_and_operator (cairo_gl_composite_t *setup, cairo_gl_context_t *ctx) { unsigned int dst_size, src_size, mask_size, vertex_size; cairo_status_t status; cairo_gl_shader_t *shader; cairo_bool_t component_alpha; cairo_bool_t vertex_size_changed; component_alpha = setup->mask.type == CAIRO_GL_OPERAND_TEXTURE && setup->mask.texture.attributes.has_component_alpha; /* Do various magic for component alpha */ if (component_alpha) { status = _cairo_gl_composite_begin_component_alpha (ctx, setup); if (unlikely (status)) return status; } else { if (ctx->pre_shader) { _cairo_gl_composite_flush (ctx); ctx->pre_shader = NULL; } } status = _cairo_gl_get_shader_by_type (ctx, &setup->src, &setup->mask, setup->spans, component_alpha ? CAIRO_GL_SHADER_IN_CA_SOURCE : CAIRO_GL_SHADER_IN_NORMAL, &shader); if (unlikely (status)) { ctx->pre_shader = NULL; return status; } if (ctx->current_shader != shader) _cairo_gl_composite_flush (ctx); status = CAIRO_STATUS_SUCCESS; dst_size = 2 * sizeof (GLfloat); src_size = _cairo_gl_operand_get_vertex_size (&setup->src); mask_size = _cairo_gl_operand_get_vertex_size (&setup->mask); vertex_size = dst_size + src_size + mask_size; if (setup->spans) vertex_size += sizeof (GLfloat); vertex_size_changed = _cairo_gl_composite_setup_vbo (ctx, vertex_size); _cairo_gl_context_setup_operand (ctx, CAIRO_GL_TEX_SOURCE, &setup->src, dst_size, vertex_size_changed); _cairo_gl_context_setup_operand (ctx, CAIRO_GL_TEX_MASK, &setup->mask, dst_size + src_size, vertex_size_changed); _cairo_gl_context_setup_spans (ctx, setup->spans, vertex_size, dst_size + src_size + mask_size); _cairo_gl_set_operator (ctx, setup->op, component_alpha); if (_cairo_gl_context_is_flushed (ctx)) { if (ctx->pre_shader) { _cairo_gl_set_shader (ctx, ctx->pre_shader); _cairo_gl_composite_bind_to_shader (ctx, setup); } _cairo_gl_set_shader (ctx, shader); _cairo_gl_composite_bind_to_shader (ctx, setup); } return status; }
static cairo_int_status_t _cairo_gl_composite_setup_painted_clipping (cairo_gl_composite_t *setup, cairo_gl_context_t *ctx, int vertex_size) { cairo_int_status_t status = CAIRO_INT_STATUS_SUCCESS; cairo_gl_surface_t *dst = setup->dst; cairo_clip_t *clip = setup->clip; if (clip->num_boxes == 1 && clip->path == NULL) { _scissor_to_box (dst, &clip->boxes[0]); goto disable_stencil_buffer_and_return; } if (! _cairo_gl_ensure_stencil (ctx, setup->dst)) { status = CAIRO_INT_STATUS_UNSUPPORTED; goto disable_stencil_buffer_and_return; } /* We only want to clear the part of the stencil buffer * that we are about to use. It also does not hurt to * scissor around the painted clip. */ _cairo_gl_scissor_to_rectangle (dst, _cairo_clip_get_extents (clip)); /* The clip is not rectangular, so use the stencil buffer. */ glDepthMask (GL_TRUE); glEnable (GL_STENCIL_TEST); /* Texture surfaces have private depth/stencil buffers, so we can * rely on any previous clip being cached there. */ if (_cairo_gl_surface_is_texture (setup->dst)) { cairo_clip_t *old_clip = setup->dst->clip_on_stencil_buffer; if (_cairo_clip_equal (old_clip, setup->clip)) goto activate_stencil_buffer_and_return; if (old_clip) { _cairo_clip_destroy (setup->dst->clip_on_stencil_buffer); } setup->dst->clip_on_stencil_buffer = _cairo_clip_copy (setup->clip); } glClearStencil (0); glClear (GL_STENCIL_BUFFER_BIT); glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilFunc (GL_EQUAL, 1, 0xffffffff); glColorMask (0, 0, 0, 0); status = _cairo_gl_msaa_compositor_draw_clip (ctx, setup, clip); if (unlikely (status)) { glColorMask (1, 1, 1, 1); goto disable_stencil_buffer_and_return; } /* We want to only render to the stencil buffer, so draw everything now. Flushing also unbinds the VBO, which we want to rebind for regular drawing. */ _cairo_gl_composite_flush (ctx); _cairo_gl_composite_setup_vbo (ctx, vertex_size); activate_stencil_buffer_and_return: glColorMask (1, 1, 1, 1); glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc (GL_EQUAL, 1, 0xffffffff); return CAIRO_INT_STATUS_SUCCESS; disable_stencil_buffer_and_return: _disable_stencil_buffer (); return status; }