예제 #1
0
cairo_status_t
_cairo_gl_composite_begin_tristrip (cairo_gl_composite_t	*setup,
				    cairo_gl_context_t		**ctx_out)
{
    cairo_gl_context_t *ctx;
    cairo_status_t status;
    cairo_gl_shader_t *shader;
    int src_size, dst_size;

    cairo_gl_operand_t default_mask;
    memset (&default_mask, 0, sizeof (cairo_gl_operand_t));

    assert (setup->dst);

    status = _cairo_gl_context_acquire (setup->dst->base.device, &ctx);
    if (unlikely (status))
	return status;
    *ctx_out = ctx;

    /* Finish any pending operations from other GL compositors. */
    if (! _cairo_gl_context_is_flushed (ctx))
	_cairo_gl_composite_flush (ctx);

    glEnable (GL_BLEND);

    status = _cairo_gl_get_shader_by_type (ctx,
					   &setup->src,
					   &default_mask,
					   setup->spans,
					   CAIRO_GL_SHADER_IN_NORMAL,
                                           &shader);
    if (unlikely (status)) {
	status = _cairo_gl_context_release (ctx, status);
	return status;
    }

    _cairo_gl_context_set_destination (ctx, setup->dst);

    _cairo_gl_set_operator (ctx, setup->op, FALSE);
    _cairo_gl_set_shader (ctx, shader);
    _cairo_gl_composite_bind_to_shader (ctx, setup);

    dst_size  = 2 * sizeof (GLfloat);
    src_size  = _cairo_gl_operand_get_vertex_size (setup->src.type);

    ctx->vertex_size = dst_size + src_size;

    ctx->dispatch.BindBuffer (GL_ARRAY_BUFFER, ctx->vbo);
    ctx->dispatch.VertexAttribPointer (CAIRO_GL_VERTEX_ATTRIB_INDEX, 2,
				       GL_FLOAT, GL_FALSE, ctx->vertex_size, NULL);
    ctx->dispatch.EnableVertexAttribArray (CAIRO_GL_VERTEX_ATTRIB_INDEX);

    _cairo_gl_context_setup_operand (ctx, CAIRO_GL_TEX_SOURCE, &setup->src,
				     ctx->vertex_size, dst_size);

    return status;
}
예제 #2
0
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;

    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);

    if (ctx->vertex_size != vertex_size)
        _cairo_gl_composite_flush (ctx);

    _cairo_gl_context_set_destination (ctx, setup->dst);

    if (_cairo_gl_context_is_flushed (ctx)) {
        ctx->dispatch.BindBuffer (GL_ARRAY_BUFFER, ctx->vbo);

	ctx->dispatch.VertexAttribPointer (CAIRO_GL_VERTEX_ATTRIB_INDEX, 2,
					   GL_FLOAT, GL_FALSE, vertex_size, NULL);
	ctx->dispatch.EnableVertexAttribArray (CAIRO_GL_VERTEX_ATTRIB_INDEX);
    }

    _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_COLOR_ATTRIB_INDEX);

    _cairo_gl_set_operator (ctx, setup->op, component_alpha);

    ctx->vertex_size = vertex_size;

    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);
    }

    if (! _cairo_gl_context_is_flushed (ctx) &&
        ! cairo_region_equal (ctx->clip_region, setup->clip_region))
        _cairo_gl_composite_flush (ctx);
    cairo_region_destroy (ctx->clip_region);
    ctx->clip_region = cairo_region_reference (setup->clip_region);
    if (ctx->clip_region)
	glEnable (GL_SCISSOR_TEST);
    else
	glDisable (GL_SCISSOR_TEST);

    *ctx_out = ctx;

FAIL:
    if (unlikely (status))
        status = _cairo_gl_context_release (ctx, status);

    return status;
}
예제 #3
0
static cairo_status_t
_cairo_gl_composite_begin_component_alpha  (cairo_gl_context_t *ctx,
                                            cairo_gl_composite_t *setup)
{
    cairo_gl_shader_t *pre_shader = NULL;
    cairo_status_t status;

    /* For CLEAR, cairo's rendering equation (quoting Owen's description in:
     * http://lists.cairographics.org/archives/cairo/2005-August/004992.html)
     * is:
     *     mask IN clip ? src OP dest : dest
     * or more simply:
     *     mask IN CLIP ? 0 : dest
     *
     * where the ternary operator A ? B : C is (A * B) + ((1 - A) * C).
     *
     * The model we use in _cairo_gl_set_operator() is Render's:
     *     src IN mask IN clip OP dest
     * which would boil down to:
     *     0 (bounded by the extents of the drawing).
     *
     * However, we can do a Render operation using an opaque source
     * and DEST_OUT to produce:
     *    1 IN mask IN clip DEST_OUT dest
     * which is
     *    mask IN clip ? 0 : dest
     */
    if (setup->op == CAIRO_OPERATOR_CLEAR) {
        _cairo_gl_solid_operand_init (&setup->src, CAIRO_COLOR_WHITE);
	setup->op = CAIRO_OPERATOR_DEST_OUT;
    }

    /*
     * implements component-alpha %CAIRO_OPERATOR_OVER using two passes of
     * the simpler operations %CAIRO_OPERATOR_DEST_OUT and %CAIRO_OPERATOR_ADD.
     *
     * From http://anholt.livejournal.com/32058.html:
     *
     * The trouble is that component-alpha rendering requires two different sources
     * for blending: one for the source value to the blender, which is the
     * per-channel multiplication of source and mask, and one for the source alpha
     * for multiplying with the destination channels, which is the multiplication
     * of the source channels by the mask alpha. So the equation for Over is:
     *
     * dst.A = src.A * mask.A + (1 - (src.A * mask.A)) * dst.A
     * dst.R = src.R * mask.R + (1 - (src.A * mask.R)) * dst.R
     * dst.G = src.G * mask.G + (1 - (src.A * mask.G)) * dst.G
     * dst.B = src.B * mask.B + (1 - (src.A * mask.B)) * dst.B
     *
     * But we can do some simpler operations, right? How about PictOpOutReverse,
     * which has a source factor of 0 and dest factor of (1 - source alpha). We
     * can get the source alpha value (srca.X = src.A * mask.X) out of the texture
     * blenders pretty easily. So we can do a component-alpha OutReverse, which
     * gets us:
     *
     * dst.A = 0 + (1 - (src.A * mask.A)) * dst.A
     * dst.R = 0 + (1 - (src.A * mask.R)) * dst.R
     * dst.G = 0 + (1 - (src.A * mask.G)) * dst.G
     * dst.B = 0 + (1 - (src.A * mask.B)) * dst.B
     *
     * OK. And if an op doesn't use the source alpha value for the destination
     * factor, then we can do the channel multiplication in the texture blenders
     * to get the source value, and ignore the source alpha that we wouldn't use.
     * We've supported this in the Radeon driver for a long time. An example would
     * be PictOpAdd, which does:
     *
     * dst.A = src.A * mask.A + dst.A
     * dst.R = src.R * mask.R + dst.R
     * dst.G = src.G * mask.G + dst.G
     * dst.B = src.B * mask.B + dst.B
     *
     * Hey, this looks good! If we do a PictOpOutReverse and then a PictOpAdd right
     * after it, we get:
     *
     * dst.A = src.A * mask.A + ((1 - (src.A * mask.A)) * dst.A)
     * dst.R = src.R * mask.R + ((1 - (src.A * mask.R)) * dst.R)
     * dst.G = src.G * mask.G + ((1 - (src.A * mask.G)) * dst.G)
     * dst.B = src.B * mask.B + ((1 - (src.A * mask.B)) * dst.B)
     *
     * This two-pass trickery could be avoided using a new GL extension that
     * lets two values come out of the shader and into the blend unit.
     */
    if (setup->op == CAIRO_OPERATOR_OVER) {
	setup->op = CAIRO_OPERATOR_ADD;
	status = _cairo_gl_get_shader_by_type (ctx,
                                               &setup->src,
                                               &setup->mask,
					       setup->spans,
                                               CAIRO_GL_SHADER_IN_CA_SOURCE_ALPHA,
                                               &pre_shader);
        if (unlikely (status))
            return status;
    }

    if (ctx->pre_shader != pre_shader)
        _cairo_gl_composite_flush (ctx);
    ctx->pre_shader = pre_shader;

    return CAIRO_STATUS_SUCCESS;
}
예제 #4
0
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;
}
예제 #5
0
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;
}
예제 #6
0
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;
}