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; }
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; }
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; }
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; }
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; }