cairo_status_t
_cairo_gl_composite_begin (cairo_gl_composite_t *setup,
			   cairo_gl_context_t **ctx_out)
{
    cairo_gl_context_t *ctx;
    cairo_status_t status;

    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);

    status = _cairo_gl_set_operands_and_operator (setup, ctx);
    if (unlikely (status))
	goto FAIL;

    status = _cairo_gl_composite_setup_clipping (setup, ctx, ctx->vertex_size);
    if (unlikely (status))
	goto FAIL;

    *ctx_out = ctx;

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

    return status;
}
示例#2
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;
}
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;
}