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IABSD.fr/xenocara/xserver/glamor/glamor_gradient.c

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  • Author : matthieu
    Date : 2019-03-19 21:19:54
    Hash : e7e87a2c
    Message : Update to xserver 1.19.7. Tested by jca@ and stsp@.

  • xserver/glamor/glamor_gradient.c
  • /*
     * Copyright © 2009 Intel Corporation
     *
     * Permission is hereby granted, free of charge, to any person obtaining a
     * copy of this software and associated documentation files (the "Software"),
     * to deal in the Software without restriction, including without limitation
     * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     * and/or sell copies of the Software, and to permit persons to whom the
     * Software is furnished to do so, subject to the following conditions:
     *
     * The above copyright notice and this permission notice (including the next
     * paragraph) shall be included in all copies or substantial portions of the
     * Software.
     *
     * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
     * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
     * IN THE SOFTWARE.
     *
     * Authors:
     *    Junyan He <junyan.he@linux.intel.com>
     *
     */
    
    /** @file glamor_gradient.c
     *
     * Gradient acceleration implementation
     */
    
    #include "glamor_priv.h"
    
    #define LINEAR_SMALL_STOPS (6 + 2)
    #define LINEAR_LARGE_STOPS (16 + 2)
    
    #define RADIAL_SMALL_STOPS (6 + 2)
    #define RADIAL_LARGE_STOPS (16 + 2)
    
    #ifdef GLAMOR_GRADIENT_SHADER
    
    static const char *
    _glamor_create_getcolor_fs_source(ScreenPtr screen, int stops_count,
                                      int use_array)
    {
        char *gradient_fs = NULL;
    
    #define gradient_fs_getcolor\
    	    GLAMOR_DEFAULT_PRECISION\
    	    "uniform int n_stop;\n"\
    	    "uniform float stops[%d];\n"\
    	    "uniform vec4 stop_colors[%d];\n"\
    	    "vec4 get_color(float stop_len)\n"\
    	    "{\n"\
    	    "    int i = 0;\n"\
    	    "    vec4 stop_color_before;\n"\
    	    "    vec4 gradient_color;\n"\
    	    "    float stop_delta;\n"\
    	    "    float percentage; \n"\
    	    "    \n"\
    	    "    if(stop_len < stops[0])\n"\
    	    "        return vec4(0.0, 0.0, 0.0, 0.0); \n"\
    	    "    for(i = 1; i < n_stop; i++) {\n"\
    	    "        if(stop_len < stops[i])\n"\
    	    "            break; \n"\
    	    "    }\n"\
    	    "    if(i == n_stop)\n"\
    	    "        return vec4(0.0, 0.0, 0.0, 0.0); \n"\
    	    "    \n"\
    	    "    stop_color_before = stop_colors[i-1];\n"\
    	    "    stop_delta = stops[i] - stops[i-1];\n"\
    	    "    if(stop_delta > 2.0)\n"\
    	    "        percentage = 0.0;\n" /*For comply with pixman, walker->stepper overflow.*/\
    	    "    else if(stop_delta < 0.000001)\n"\
    	    "        percentage = 0.0;\n"\
    	    "    else \n"\
    	    "        percentage = (stop_len - stops[i-1])/stop_delta;\n"\
    	    "    \n"\
    	    "    gradient_color = stop_color_before;\n"\
    	    "    if(percentage != 0.0)\n"\
    	    "        gradient_color += (stop_colors[i] - gradient_color)*percentage;\n"\
    	    "    return vec4(gradient_color.rgb * gradient_color.a, gradient_color.a);\n"\
    	    "}\n"
    
        /* Because the array access for shader is very slow, the performance is very low
           if use array. So use global uniform to replace for it if the number of n_stops is small. */
        const char *gradient_fs_getcolor_no_array =
            GLAMOR_DEFAULT_PRECISION
            "uniform int n_stop;\n"
            "uniform float stop0;\n"
            "uniform float stop1;\n"
            "uniform float stop2;\n"
            "uniform float stop3;\n"
            "uniform float stop4;\n"
            "uniform float stop5;\n"
            "uniform float stop6;\n"
            "uniform float stop7;\n"
            "uniform vec4 stop_color0;\n"
            "uniform vec4 stop_color1;\n"
            "uniform vec4 stop_color2;\n"
            "uniform vec4 stop_color3;\n"
            "uniform vec4 stop_color4;\n"
            "uniform vec4 stop_color5;\n"
            "uniform vec4 stop_color6;\n"
            "uniform vec4 stop_color7;\n"
            "\n"
            "vec4 get_color(float stop_len)\n"
            "{\n"
            "    vec4 stop_color_before;\n"
            "    vec4 stop_color_after;\n"
            "    vec4 gradient_color;\n"
            "    float stop_before;\n"
            "    float stop_delta;\n"
            "    float percentage; \n"
            "    \n"
            "    if((stop_len < stop0) && (n_stop >= 1)) {\n"
            "        stop_color_before = vec4(0.0, 0.0, 0.0, 0.0);\n"
            "        stop_delta = 0.0;\n"
            "    } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
            "        stop_color_before = stop_color0;\n"
            "        stop_color_after = stop_color1;\n"
            "        stop_before = stop0;\n"
            "        stop_delta = stop1 - stop0;\n"
            "    } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
            "        stop_color_before = stop_color1;\n"
            "        stop_color_after = stop_color2;\n"
            "        stop_before = stop1;\n"
            "        stop_delta = stop2 - stop1;\n"
            "    } else if((stop_len < stop3) && (n_stop >= 4)){\n"
            "        stop_color_before = stop_color2;\n"
            "        stop_color_after = stop_color3;\n"
            "        stop_before = stop2;\n"
            "        stop_delta = stop3 - stop2;\n"
            "    } else if((stop_len < stop4) && (n_stop >= 5)){\n"
            "        stop_color_before = stop_color3;\n"
            "        stop_color_after = stop_color4;\n"
            "        stop_before = stop3;\n"
            "        stop_delta = stop4 - stop3;\n"
            "    } else if((stop_len < stop5) && (n_stop >= 6)){\n"
            "        stop_color_before = stop_color4;\n"
            "        stop_color_after = stop_color5;\n"
            "        stop_before = stop4;\n"
            "        stop_delta = stop5 - stop4;\n"
            "    } else if((stop_len < stop6) && (n_stop >= 7)){\n"
            "        stop_color_before = stop_color5;\n"
            "        stop_color_after = stop_color6;\n"
            "        stop_before = stop5;\n"
            "        stop_delta = stop6 - stop5;\n"
            "    } else if((stop_len < stop7) && (n_stop >= 8)){\n"
            "        stop_color_before = stop_color6;\n"
            "        stop_color_after = stop_color7;\n"
            "        stop_before = stop6;\n"
            "        stop_delta = stop7 - stop6;\n"
            "    } else {\n"
            "        stop_color_before = vec4(0.0, 0.0, 0.0, 0.0);\n"
            "        stop_delta = 0.0;\n"
            "    }\n"
            "    if(stop_delta > 2.0)\n"
            "        percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
            "    else if(stop_delta < 0.000001)\n"
            "        percentage = 0.0;\n"
            "    else\n"
            "        percentage = (stop_len - stop_before)/stop_delta;\n"
            "    \n"
            "    gradient_color = stop_color_before;\n"
            "    if(percentage != 0.0)\n"
            "        gradient_color += (stop_color_after - gradient_color)*percentage;\n"
            "    return vec4(gradient_color.rgb * gradient_color.a, gradient_color.a);\n"
            "}\n";
    
        if (use_array) {
            XNFasprintf(&gradient_fs,
                        gradient_fs_getcolor, stops_count, stops_count);
            return gradient_fs;
        }
        else {
            return XNFstrdup(gradient_fs_getcolor_no_array);
        }
    }
    
    static void
    _glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count,
                                           int dyn_gen)
    {
        glamor_screen_private *glamor_priv;
        int index;
    
        GLint gradient_prog = 0;
        char *gradient_fs = NULL;
        GLint fs_prog, vs_prog;
    
        const char *gradient_vs =
            GLAMOR_DEFAULT_PRECISION
            "attribute vec4 v_position;\n"
            "attribute vec4 v_texcoord;\n"
            "varying vec2 source_texture;\n"
            "\n"
            "void main()\n"
            "{\n"
            "    gl_Position = v_position;\n"
            "    source_texture = v_texcoord.xy;\n"
            "}\n";
    
        /*
         *     Refer to pixman radial gradient.
         *
         *     The problem is given the two circles of c1 and c2 with the radius of r1 and
         *     r1, we need to caculate the t, which is used to do interpolate with stops,
         *     using the fomula:
         *     length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2
         *     expand the fomula with xy coond, get the following:
         *     sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y))
         *           = (1-t)r1 + t*r2
         *     <====> At*t- 2Bt + C = 0
         *     where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1)
         *           B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1)
         *           C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1
         *
         *     solve the fomula and we get the result of
         *     t = (B + sqrt(B*B - A*C)) / A  or
         *     t = (B - sqrt(B*B - A*C)) / A  (quadratic equation have two solutions)
         *
         *     The solution we are going to prefer is the bigger one, unless the
         *     radius associated to it is negative (or it falls outside the valid t range)
         */
    
    #define gradient_radial_fs_template\
    	    GLAMOR_DEFAULT_PRECISION\
    	    "uniform mat3 transform_mat;\n"\
    	    "uniform int repeat_type;\n"\
    	    "uniform float A_value;\n"\
    	    "uniform vec2 c1;\n"\
    	    "uniform float r1;\n"\
    	    "uniform vec2 c2;\n"\
    	    "uniform float r2;\n"\
    	    "varying vec2 source_texture;\n"\
    	    "\n"\
    	    "vec4 get_color(float stop_len);\n"\
    	    "\n"\
    	    "int t_invalid;\n"\
    	    "\n"\
    	    "float get_stop_len()\n"\
    	    "{\n"\
    	    "    float t = 0.0;\n"\
    	    "    float sqrt_value;\n"\
    	    "    t_invalid = 0;\n"\
    	    "    \n"\
    	    "    vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\
    	    "    vec3 source_texture_trans = transform_mat * tmp;\n"\
    	    "    source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"\
    	    "    float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"\
    	    "                     + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"\
    	    "                     + r1 * (r2 - r1);\n"\
    	    "    float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"\
    	    "                     + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"\
    	    "                     - r1*r1;\n"\
    	    "    if(abs(A_value) < 0.00001) {\n"\
    	    "        if(B_value == 0.0) {\n"\
    	    "            t_invalid = 1;\n"\
    	    "            return t;\n"\
    	    "        }\n"\
    	    "        t = 0.5 * C_value / B_value;"\
    	    "    } else {\n"\
    	    "        sqrt_value = B_value * B_value - A_value * C_value;\n"\
    	    "        if(sqrt_value < 0.0) {\n"\
    	    "            t_invalid = 1;\n"\
    	    "            return t;\n"\
    	    "        }\n"\
    	    "        sqrt_value = sqrt(sqrt_value);\n"\
    	    "        t = (B_value + sqrt_value) / A_value;\n"\
    	    "    }\n"\
    	    "    if(repeat_type == %d) {\n" /* RepeatNone case. */\
    	    "        if((t <= 0.0) || (t > 1.0))\n"\
    	    /*           try another if first one invalid*/\
    	    "            t = (B_value - sqrt_value) / A_value;\n"\
    	    "        \n"\
    	    "        if((t <= 0.0) || (t > 1.0)) {\n" /*still invalid, return.*/\
    	    "            t_invalid = 1;\n"\
    	    "            return t;\n"\
    	    "        }\n"\
    	    "    } else {\n"\
    	    "        if(t * (r2 - r1) <= -1.0 * r1)\n"\
    	    /*           try another if first one invalid*/\
    	    "            t = (B_value - sqrt_value) / A_value;\n"\
    	    "        \n"\
    	    "        if(t * (r2 -r1) <= -1.0 * r1) {\n" /*still invalid, return.*/\
    	    "            t_invalid = 1;\n"\
    	    "            return t;\n"\
    	    "        }\n"\
    	    "    }\n"\
    	    "    \n"\
    	    "    if(repeat_type == %d){\n" /* repeat normal*/\
    	    "        t = fract(t);\n"\
    	    "    }\n"\
    	    "    \n"\
    	    "    if(repeat_type == %d) {\n" /* repeat reflect*/\
    	    "        t = abs(fract(t * 0.5 + 0.5) * 2.0 - 1.0);\n"\
    	    "    }\n"\
    	    "    \n"\
    	    "    return t;\n"\
    	    "}\n"\
    	    "\n"\
    	    "void main()\n"\
    	    "{\n"\
    	    "    float stop_len = get_stop_len();\n"\
    	    "    if(t_invalid == 1) {\n"\
    	    "        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"\
    	    "    } else {\n"\
    	    "        gl_FragColor = get_color(stop_len);\n"\
    	    "    }\n"\
    	    "}\n"\
    	    "\n"\
                "%s\n" /* fs_getcolor_source */
        const char *fs_getcolor_source;
    
        glamor_priv = glamor_get_screen_private(screen);
    
        if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) {
            /* Very Good, not to generate again. */
            return;
        }
    
        glamor_make_current(glamor_priv);
    
        if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]) {
            glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]);
            glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2] = 0;
        }
    
        gradient_prog = glCreateProgram();
    
        vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs);
    
        fs_getcolor_source =
            _glamor_create_getcolor_fs_source(screen, stops_count,
                                              (stops_count > 0));
    
        XNFasprintf(&gradient_fs,
                    gradient_radial_fs_template,
                    PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL,
                    PIXMAN_REPEAT_REFLECT,
                    fs_getcolor_source);
    
        fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
    
        free(gradient_fs);
    
        glAttachShader(gradient_prog, vs_prog);
        glAttachShader(gradient_prog, fs_prog);
        glDeleteShader(vs_prog);
        glDeleteShader(fs_prog);
    
        glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
        glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
    
        glamor_link_glsl_prog(screen, gradient_prog, "radial gradient");
    
        if (dyn_gen) {
            index = 2;
            glamor_priv->radial_max_nstops = stops_count;
        }
        else if (stops_count) {
            index = 1;
        }
        else {
            index = 0;
        }
    
        glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][index] = gradient_prog;
    }
    
    static void
    _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count,
                                           int dyn_gen)
    {
        glamor_screen_private *glamor_priv;
    
        int index = 0;
        GLint gradient_prog = 0;
        char *gradient_fs = NULL;
        GLint fs_prog, vs_prog;
    
        const char *gradient_vs =
            GLAMOR_DEFAULT_PRECISION
            "attribute vec4 v_position;\n"
            "attribute vec4 v_texcoord;\n"
            "varying vec2 source_texture;\n"
            "\n"
            "void main()\n"
            "{\n"
            "    gl_Position = v_position;\n"
            "    source_texture = v_texcoord.xy;\n"
            "}\n";
    
        /*
         *                                      |
         *                                      |\
         *                                      | \
         *                                      |  \
         *                                      |   \
         *                                      |\   \
         *                                      | \   \
         *     cos_val =                        |\ p1d \   /
         *      sqrt(1/(slope*slope+1.0))  ------>\ \   \ /
         *                                      |  \ \   \
         *                                      |   \ \ / \
         *                                      |    \ *Pt1\
         *         *p1                          |     \     \     *P
         *          \                           |    / \     \   /
         *           \                          |   /   \     \ /
         *            \                         |       pd     \
         *             \                        |         \   / \
         *            p2*                       |          \ /   \       /
         *        slope = (p2.y - p1.y) /       |           /     p2d   /
         *                    (p2.x - p1.x)     |          /       \   /
         *                                      |         /         \ /
         *                                      |        /           /
         *                                      |       /           /
         *                                      |      /           *Pt2
         *                                      |                 /
         *                                      |                /
         *                                      |               /
         *                                      |              /
         *                                      |             /
         *                               -------+---------------------------------
         *                                     O|
         *                                      |
         *                                      |
         *
         *      step 1: compute the distance of p, pt1 and pt2 in the slope direction.
         *              Caculate the distance on Y axis first and multiply cos_val to
         *              get the value on slope direction(pd, p1d and p2d represent the
         *              distance of p, pt1, and pt2 respectively).
         *
         *      step 2: caculate the percentage of (pd - p1d)/(p2d - p1d).
         *              If (pd - p1d) > (p2d - p1d) or < 0, then sub or add (p2d - p1d)
         *              to make it in the range of [0, (p2d - p1d)].
         *
         *      step 3: compare the percentage to every stop and find the stpos just
         *              before and after it. Use the interpolation fomula to compute RGBA.
         */
    
    #define gradient_fs_template	\
    	    GLAMOR_DEFAULT_PRECISION\
    	    "uniform mat3 transform_mat;\n"\
    	    "uniform int repeat_type;\n"\
    	    "uniform int hor_ver;\n"\
    	    "uniform float pt_slope;\n"\
    	    "uniform float cos_val;\n"\
    	    "uniform float p1_distance;\n"\
    	    "uniform float pt_distance;\n"\
    	    "varying vec2 source_texture;\n"\
    	    "\n"\
    	    "vec4 get_color(float stop_len);\n"\
    	    "\n"\
    	    "float get_stop_len()\n"\
    	    "{\n"\
    	    "    vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\
    	    "    float distance;\n"\
    	    "    float _p1_distance;\n"\
    	    "    float _pt_distance;\n"\
    	    "    float y_dist;\n"\
    	    "    vec3 source_texture_trans = transform_mat * tmp;\n"\
    	    "    \n"\
    	    "    if(hor_ver == 0) { \n" /*Normal case.*/\
    	    "        y_dist = source_texture_trans.y - source_texture_trans.x*pt_slope;\n"\
    	    "        distance = y_dist * cos_val;\n"\
    	    "        _p1_distance = p1_distance * source_texture_trans.z;\n"\
    	    "        _pt_distance = pt_distance * source_texture_trans.z;\n"\
    	    "        \n"\
    	    "    } else if (hor_ver == 1) {\n"/*horizontal case.*/\
    	    "        distance = source_texture_trans.x;\n"\
    	    "        _p1_distance = p1_distance * source_texture_trans.z;\n"\
    	    "        _pt_distance = pt_distance * source_texture_trans.z;\n"\
    	    "    } \n"\
    	    "    \n"\
    	    "    distance = (distance - _p1_distance) / _pt_distance;\n"\
    	    "    \n"\
    	    "    if(repeat_type == %d){\n" /* repeat normal*/\
    	    "        distance = fract(distance);\n"\
    	    "    }\n"\
    	    "    \n"\
    	    "    if(repeat_type == %d) {\n" /* repeat reflect*/\
    	    "        distance = abs(fract(distance * 0.5 + 0.5) * 2.0 - 1.0);\n"\
    	    "    }\n"\
    	    "    \n"\
    	    "    return distance;\n"\
    	    "}\n"\
    	    "\n"\
    	    "void main()\n"\
    	    "{\n"\
    	    "    float stop_len = get_stop_len();\n"\
    	    "    gl_FragColor = get_color(stop_len);\n"\
    	    "}\n"\
    	    "\n"\
                "%s" /* fs_getcolor_source */
        const char *fs_getcolor_source;
    
        glamor_priv = glamor_get_screen_private(screen);
    
        if ((glamor_priv->linear_max_nstops >= stops_count) && (dyn_gen)) {
            /* Very Good, not to generate again. */
            return;
        }
    
        glamor_make_current(glamor_priv);
        if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) {
            glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]);
            glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0;
        }
    
        gradient_prog = glCreateProgram();
    
        vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs);
    
        fs_getcolor_source =
            _glamor_create_getcolor_fs_source(screen, stops_count, stops_count > 0);
    
        XNFasprintf(&gradient_fs,
                    gradient_fs_template,
                    PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT,
                    fs_getcolor_source);
    
        fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
        free(gradient_fs);
    
        glAttachShader(gradient_prog, vs_prog);
        glAttachShader(gradient_prog, fs_prog);
        glDeleteShader(vs_prog);
        glDeleteShader(fs_prog);
    
        glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
        glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
    
        glamor_link_glsl_prog(screen, gradient_prog, "linear gradient");
    
        if (dyn_gen) {
            index = 2;
            glamor_priv->linear_max_nstops = stops_count;
        }
        else if (stops_count) {
            index = 1;
        }
        else {
            index = 0;
        }
    
        glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][index] = gradient_prog;
    }
    
    void
    glamor_init_gradient_shader(ScreenPtr screen)
    {
        glamor_screen_private *glamor_priv;
        int i;
    
        glamor_priv = glamor_get_screen_private(screen);
    
        for (i = 0; i < 3; i++) {
            glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i] = 0;
            glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i] = 0;
        }
        glamor_priv->linear_max_nstops = 0;
        glamor_priv->radial_max_nstops = 0;
    
        _glamor_create_linear_gradient_program(screen, 0, 0);
        _glamor_create_linear_gradient_program(screen, LINEAR_LARGE_STOPS, 0);
    
        _glamor_create_radial_gradient_program(screen, 0, 0);
        _glamor_create_radial_gradient_program(screen, RADIAL_LARGE_STOPS, 0);
    }
    
    static void
    _glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
                                          int width, int height, int normalize)
    {
        /*
         * Because in the shader program, we normalize all the pixel cood to [0, 1],
         * so with the transform matrix, the correct logic should be:
         * v_s = A*T*v
         * v_s: point vector in shader after normalized.
         * A: The transition matrix from   width X height --> 1.0 X 1.0
         * T: The transform matrix.
         * v: point vector in width X height space.
         *
         * result is OK if we use this fomula. But for every point in width X height space,
         * we can just use their normalized point vector in shader, namely we can just
         * use the result of A*v in shader. So we have no chance to insert T in A*v.
         * We can just convert v_s = A*T*v to v_s = A*T*inv(A)*A*v, where inv(A) is the
         * inverse matrix of A. Now, v_s = (A*T*inv(A)) * (A*v)
         * So, to get the correct v_s, we need to cacula1 the matrix: (A*T*inv(A)), and
         * we name this matrix T_s.
         *
         * Firstly, because A is for the scale conversion, we find
         *      --         --
         *      |1/w  0   0 |
         * A =  | 0  1/h  0 |
         *      | 0   0  1.0|
         *      --         --
         * so T_s = A*T*inv(a) and result
         *
         *       --                      --
         *       | t11      h*t12/w  t13/w|
         * T_s = | w*t21/h  t22      t23/h|
         *       | w*t31    h*t32    t33  |
         *       --                      --
         */
    
        to[0][0] = (float) pixman_fixed_to_double(from->matrix[0][0]);
        to[0][1] = (float) pixman_fixed_to_double(from->matrix[0][1])
            * (normalize ? (((float) height) / ((float) width)) : 1.0);
        to[0][2] = (float) pixman_fixed_to_double(from->matrix[0][2])
            / (normalize ? ((float) width) : 1.0);
    
        to[1][0] = (float) pixman_fixed_to_double(from->matrix[1][0])
            * (normalize ? (((float) width) / ((float) height)) : 1.0);
        to[1][1] = (float) pixman_fixed_to_double(from->matrix[1][1]);
        to[1][2] = (float) pixman_fixed_to_double(from->matrix[1][2])
            / (normalize ? ((float) height) : 1.0);
    
        to[2][0] = (float) pixman_fixed_to_double(from->matrix[2][0])
            * (normalize ? ((float) width) : 1.0);
        to[2][1] = (float) pixman_fixed_to_double(from->matrix[2][1])
            * (normalize ? ((float) height) : 1.0);
        to[2][2] = (float) pixman_fixed_to_double(from->matrix[2][2]);
    
        DEBUGF("the transform matrix is:\n%f\t%f\t%f\n%f\t%f\t%f\n%f\t%f\t%f\n",
               to[0][0], to[0][1], to[0][2],
               to[1][0], to[1][1], to[1][2], to[2][0], to[2][1], to[2][2]);
    }
    
    static int
    _glamor_gradient_set_pixmap_destination(ScreenPtr screen,
                                            glamor_screen_private *glamor_priv,
                                            PicturePtr dst_picture,
                                            GLfloat *xscale, GLfloat *yscale,
                                            int x_source, int y_source,
                                            int tex_normalize)
    {
        glamor_pixmap_private *pixmap_priv;
        PixmapPtr pixmap = NULL;
        GLfloat *v;
        char *vbo_offset;
    
        pixmap = glamor_get_drawable_pixmap(dst_picture->pDrawable);
        pixmap_priv = glamor_get_pixmap_private(pixmap);
    
        if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) {     /* should always have here. */
            return 0;
        }
    
        glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv);
    
        pixmap_priv_get_dest_scale(pixmap, pixmap_priv, xscale, yscale);
    
        DEBUGF("xscale = %f, yscale = %f,"
               " x_source = %d, y_source = %d, width = %d, height = %d\n",
               *xscale, *yscale, x_source, y_source,
               dst_picture->pDrawable->width, dst_picture->pDrawable->height);
    
        v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat), &vbo_offset);
    
        glamor_set_normalize_vcoords_tri_strip(*xscale, *yscale,
                                               0, 0,
                                               (INT16) (dst_picture->pDrawable->
                                                        width),
                                               (INT16) (dst_picture->pDrawable->
                                                        height),
                                               v);
    
        if (tex_normalize) {
            glamor_set_normalize_tcoords_tri_stripe(*xscale, *yscale,
                                                    x_source, y_source,
                                                    (INT16) (dst_picture->
                                                             pDrawable->width +
                                                             x_source),
                                                    (INT16) (dst_picture->
                                                             pDrawable->height +
                                                             y_source),
                                                    &v[8]);
        }
        else {
            glamor_set_tcoords_tri_strip(x_source, y_source,
                                         (INT16) (dst_picture->pDrawable->width) +
                                         x_source,
                                         (INT16) (dst_picture->pDrawable->height) +
                                         y_source,
                                         &v[8]);
        }
    
        DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
               "rightbottom: %f X %f, leftbottom : %f X %f\n",
               v[0], v[1], v[2], v[3],
               v[4], v[5], v[6], v[7]);
        DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
               "rightbottom: %f X %f, leftbottom : %f X %f\n",
               v[8], v[9], v[10], v[11],
               v[12], v[13], v[14], v[15]);
    
        glamor_make_current(glamor_priv);
    
        glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
                              GL_FALSE, 0, vbo_offset);
        glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
                              GL_FALSE, 0, vbo_offset + 8 * sizeof(GLfloat));
    
        glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
        glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
    
        glamor_put_vbo_space(screen);
        return 1;
    }
    
    static int
    _glamor_gradient_set_stops(PicturePtr src_picture, PictGradient *pgradient,
                               GLfloat *stop_colors, GLfloat *n_stops)
    {
        int i;
        int count = 1;
    
        for (i = 0; i < pgradient->nstops; i++) {
            stop_colors[count * 4] =
                pixman_fixed_to_double(pgradient->stops[i].color.red);
            stop_colors[count * 4 + 1] =
                pixman_fixed_to_double(pgradient->stops[i].color.green);
            stop_colors[count * 4 + 2] =
                pixman_fixed_to_double(pgradient->stops[i].color.blue);
            stop_colors[count * 4 + 3] =
                pixman_fixed_to_double(pgradient->stops[i].color.alpha);
    
            n_stops[count] =
                (GLfloat) pixman_fixed_to_double(pgradient->stops[i].x);
            count++;
        }
    
        /* for the end stop. */
        count++;
    
        switch (src_picture->repeatType) {
    #define REPEAT_FILL_STOPS(m, n) \
    			stop_colors[(m)*4 + 0] = stop_colors[(n)*4 + 0]; \
    			stop_colors[(m)*4 + 1] = stop_colors[(n)*4 + 1]; \
    			stop_colors[(m)*4 + 2] = stop_colors[(n)*4 + 2]; \
    			stop_colors[(m)*4 + 3] = stop_colors[(n)*4 + 3];
    
        default:
        case PIXMAN_REPEAT_NONE:
            stop_colors[0] = 0.0;   //R
            stop_colors[1] = 0.0;   //G
            stop_colors[2] = 0.0;   //B
            stop_colors[3] = 0.0;   //Alpha
            n_stops[0] = n_stops[1];
    
            stop_colors[0 + (count - 1) * 4] = 0.0; //R
            stop_colors[1 + (count - 1) * 4] = 0.0; //G
            stop_colors[2 + (count - 1) * 4] = 0.0; //B
            stop_colors[3 + (count - 1) * 4] = 0.0; //Alpha
            n_stops[count - 1] = n_stops[count - 2];
            break;
        case PIXMAN_REPEAT_NORMAL:
            REPEAT_FILL_STOPS(0, count - 2);
            n_stops[0] = n_stops[count - 2] - 1.0;
    
            REPEAT_FILL_STOPS(count - 1, 1);
            n_stops[count - 1] = n_stops[1] + 1.0;
            break;
        case PIXMAN_REPEAT_REFLECT:
            REPEAT_FILL_STOPS(0, 1);
            n_stops[0] = -n_stops[1];
    
            REPEAT_FILL_STOPS(count - 1, count - 2);
            n_stops[count - 1] = 1.0 + 1.0 - n_stops[count - 2];
            break;
        case PIXMAN_REPEAT_PAD:
            REPEAT_FILL_STOPS(0, 1);
            n_stops[0] = -(float) INT_MAX;
    
            REPEAT_FILL_STOPS(count - 1, count - 2);
            n_stops[count - 1] = (float) INT_MAX;
            break;
    #undef REPEAT_FILL_STOPS
        }
    
        for (i = 0; i < count; i++) {
            DEBUGF("n_stops[%d] = %f, color = r:%f g:%f b:%f a:%f\n",
                   i, n_stops[i],
                   stop_colors[i * 4], stop_colors[i * 4 + 1],
                   stop_colors[i * 4 + 2], stop_colors[i * 4 + 3]);
        }
    
        return count;
    }
    
    PicturePtr
    glamor_generate_radial_gradient_picture(ScreenPtr screen,
                                            PicturePtr src_picture,
                                            int x_source, int y_source,
                                            int width, int height,
                                            PictFormatShort format)
    {
        glamor_screen_private *glamor_priv;
        PicturePtr dst_picture = NULL;
        PixmapPtr pixmap = NULL;
        GLint gradient_prog = 0;
        int error;
        int stops_count = 0;
        int count = 0;
        GLfloat *stop_colors = NULL;
        GLfloat *n_stops = NULL;
        GLfloat xscale, yscale;
        float transform_mat[3][3];
        static const float identity_mat[3][3] = { {1.0, 0.0, 0.0},
        {0.0, 1.0, 0.0},
        {0.0, 0.0, 1.0}
        };
        GLfloat stop_colors_st[RADIAL_SMALL_STOPS * 4];
        GLfloat n_stops_st[RADIAL_SMALL_STOPS];
        GLfloat A_value;
        GLfloat cxy[4];
        float c1x, c1y, c2x, c2y, r1, r2;
    
        GLint transform_mat_uniform_location = 0;
        GLint repeat_type_uniform_location = 0;
        GLint n_stop_uniform_location = 0;
        GLint stops_uniform_location = 0;
        GLint stop_colors_uniform_location = 0;
        GLint stop0_uniform_location = 0;
        GLint stop1_uniform_location = 0;
        GLint stop2_uniform_location = 0;
        GLint stop3_uniform_location = 0;
        GLint stop4_uniform_location = 0;
        GLint stop5_uniform_location = 0;
        GLint stop6_uniform_location = 0;
        GLint stop7_uniform_location = 0;
        GLint stop_color0_uniform_location = 0;
        GLint stop_color1_uniform_location = 0;
        GLint stop_color2_uniform_location = 0;
        GLint stop_color3_uniform_location = 0;
        GLint stop_color4_uniform_location = 0;
        GLint stop_color5_uniform_location = 0;
        GLint stop_color6_uniform_location = 0;
        GLint stop_color7_uniform_location = 0;
        GLint A_value_uniform_location = 0;
        GLint c1_uniform_location = 0;
        GLint r1_uniform_location = 0;
        GLint c2_uniform_location = 0;
        GLint r2_uniform_location = 0;
    
        glamor_priv = glamor_get_screen_private(screen);
        glamor_make_current(glamor_priv);
    
        /* Create a pixmap with VBO. */
        pixmap = glamor_create_pixmap(screen,
                                      width, height,
                                      PIXMAN_FORMAT_DEPTH(format), 0);
        if (!pixmap)
            goto GRADIENT_FAIL;
    
        dst_picture = CreatePicture(0, &pixmap->drawable,
                                    PictureMatchFormat(screen,
                                                       PIXMAN_FORMAT_DEPTH(format),
                                                       format), 0, 0, serverClient,
                                    &error);
    
        /* Release the reference, picture will hold the last one. */
        glamor_destroy_pixmap(pixmap);
    
        if (!dst_picture)
            goto GRADIENT_FAIL;
    
        ValidatePicture(dst_picture);
    
        stops_count = src_picture->pSourcePict->radial.nstops + 2;
    
        /* Because the max value of nstops is unknown, so create a program
           when nstops > LINEAR_LARGE_STOPS. */
        if (stops_count <= RADIAL_SMALL_STOPS) {
            gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][0];
        }
        else if (stops_count <= RADIAL_LARGE_STOPS) {
            gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][1];
        }
        else {
            _glamor_create_radial_gradient_program(screen,
                                                   src_picture->pSourcePict->linear.
                                                   nstops + 2, 1);
            gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2];
        }
    
        /* Bind all the uniform vars . */
        transform_mat_uniform_location = glGetUniformLocation(gradient_prog,
                                                              "transform_mat");
        repeat_type_uniform_location = glGetUniformLocation(gradient_prog,
                                                            "repeat_type");
        n_stop_uniform_location = glGetUniformLocation(gradient_prog, "n_stop");
        A_value_uniform_location = glGetUniformLocation(gradient_prog, "A_value");
        c1_uniform_location = glGetUniformLocation(gradient_prog, "c1");
        r1_uniform_location = glGetUniformLocation(gradient_prog, "r1");
        c2_uniform_location = glGetUniformLocation(gradient_prog, "c2");
        r2_uniform_location = glGetUniformLocation(gradient_prog, "r2");
    
        if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_SMALL_STOPS) {
            stop0_uniform_location =
                glGetUniformLocation(gradient_prog, "stop0");
            stop1_uniform_location =
                glGetUniformLocation(gradient_prog, "stop1");
            stop2_uniform_location =
                glGetUniformLocation(gradient_prog, "stop2");
            stop3_uniform_location =
                glGetUniformLocation(gradient_prog, "stop3");
            stop4_uniform_location =
                glGetUniformLocation(gradient_prog, "stop4");
            stop5_uniform_location =
                glGetUniformLocation(gradient_prog, "stop5");
            stop6_uniform_location =
                glGetUniformLocation(gradient_prog, "stop6");
            stop7_uniform_location =
                glGetUniformLocation(gradient_prog, "stop7");
    
            stop_color0_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color0");
            stop_color1_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color1");
            stop_color2_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color2");
            stop_color3_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color3");
            stop_color4_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color4");
            stop_color5_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color5");
            stop_color6_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color6");
            stop_color7_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color7");
        }
        else {
            stops_uniform_location =
                glGetUniformLocation(gradient_prog, "stops");
            stop_colors_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_colors");
        }
    
        glUseProgram(gradient_prog);
    
        glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
    
        if (src_picture->transform) {
            _glamor_gradient_convert_trans_matrix(src_picture->transform,
                                                  transform_mat, width, height, 0);
            glUniformMatrix3fv(transform_mat_uniform_location,
                               1, 1, &transform_mat[0][0]);
        }
        else {
            glUniformMatrix3fv(transform_mat_uniform_location,
                               1, 1, &identity_mat[0][0]);
        }
    
        if (!_glamor_gradient_set_pixmap_destination
            (screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source,
             0))
            goto GRADIENT_FAIL;
    
        glamor_set_alu(screen, GXcopy);
    
        /* Set all the stops and colors to shader. */
        if (stops_count > RADIAL_SMALL_STOPS) {
            stop_colors = xallocarray(stops_count, 4 * sizeof(float));
            if (stop_colors == NULL) {
                ErrorF("Failed to allocate stop_colors memory.\n");
                goto GRADIENT_FAIL;
            }
    
            n_stops = xallocarray(stops_count, sizeof(float));
            if (n_stops == NULL) {
                ErrorF("Failed to allocate n_stops memory.\n");
                goto GRADIENT_FAIL;
            }
        }
        else {
            stop_colors = stop_colors_st;
            n_stops = n_stops_st;
        }
    
        count =
            _glamor_gradient_set_stops(src_picture,
                                       &src_picture->pSourcePict->gradient,
                                       stop_colors, n_stops);
    
        if (src_picture->pSourcePict->linear.nstops + 2 <= RADIAL_SMALL_STOPS) {
            int j = 0;
    
            glUniform4f(stop_color0_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color1_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color2_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color3_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color4_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color5_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color6_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color7_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
    
            j = 0;
            glUniform1f(stop0_uniform_location, n_stops[j++]);
            glUniform1f(stop1_uniform_location, n_stops[j++]);
            glUniform1f(stop2_uniform_location, n_stops[j++]);
            glUniform1f(stop3_uniform_location, n_stops[j++]);
            glUniform1f(stop4_uniform_location, n_stops[j++]);
            glUniform1f(stop5_uniform_location, n_stops[j++]);
            glUniform1f(stop6_uniform_location, n_stops[j++]);
            glUniform1f(stop7_uniform_location, n_stops[j++]);
            glUniform1i(n_stop_uniform_location, count);
        }
        else {
            glUniform4fv(stop_colors_uniform_location, count, stop_colors);
            glUniform1fv(stops_uniform_location, count, n_stops);
            glUniform1i(n_stop_uniform_location, count);
        }
    
        c1x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x);
        c1y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.y);
        c2x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.x);
        c2y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.y);
    
        r1 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.
                                            radius);
        r2 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.
                                            radius);
    
        glamor_set_circle_centre(width, height, c1x, c1y, cxy);
        glUniform2fv(c1_uniform_location, 1, cxy);
        glUniform1f(r1_uniform_location, r1);
    
        glamor_set_circle_centre(width, height, c2x, c2y, cxy);
        glUniform2fv(c2_uniform_location, 1, cxy);
        glUniform1f(r2_uniform_location, r2);
    
        A_value =
            (c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 -
                                                                     r1) * (r2 -
                                                                            r1);
        glUniform1f(A_value_uniform_location, A_value);
    
        DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n",
               c1x, c1y, r1, c2x, c2y, r2, A_value);
    
        /* Now rendering. */
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    
        /* Do the clear logic. */
        if (stops_count > RADIAL_SMALL_STOPS) {
            free(n_stops);
            free(stop_colors);
        }
    
        glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
        glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
    
        return dst_picture;
    
     GRADIENT_FAIL:
        if (dst_picture) {
            FreePicture(dst_picture, 0);
        }
    
        if (stops_count > RADIAL_SMALL_STOPS) {
            if (n_stops)
                free(n_stops);
            if (stop_colors)
                free(stop_colors);
        }
    
        glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
        glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
        return NULL;
    }
    
    PicturePtr
    glamor_generate_linear_gradient_picture(ScreenPtr screen,
                                            PicturePtr src_picture,
                                            int x_source, int y_source,
                                            int width, int height,
                                            PictFormatShort format)
    {
        glamor_screen_private *glamor_priv;
        PicturePtr dst_picture = NULL;
        PixmapPtr pixmap = NULL;
        GLint gradient_prog = 0;
        int error;
        float pt_distance;
        float p1_distance;
        GLfloat cos_val;
        int stops_count = 0;
        GLfloat *stop_colors = NULL;
        GLfloat *n_stops = NULL;
        int count = 0;
        float slope;
        GLfloat xscale, yscale;
        GLfloat pt1[2], pt2[2];
        float transform_mat[3][3];
        static const float identity_mat[3][3] = { {1.0, 0.0, 0.0},
        {0.0, 1.0, 0.0},
        {0.0, 0.0, 1.0}
        };
        GLfloat stop_colors_st[LINEAR_SMALL_STOPS * 4];
        GLfloat n_stops_st[LINEAR_SMALL_STOPS];
    
        GLint transform_mat_uniform_location = 0;
        GLint n_stop_uniform_location = 0;
        GLint stops_uniform_location = 0;
        GLint stop0_uniform_location = 0;
        GLint stop1_uniform_location = 0;
        GLint stop2_uniform_location = 0;
        GLint stop3_uniform_location = 0;
        GLint stop4_uniform_location = 0;
        GLint stop5_uniform_location = 0;
        GLint stop6_uniform_location = 0;
        GLint stop7_uniform_location = 0;
        GLint stop_colors_uniform_location = 0;
        GLint stop_color0_uniform_location = 0;
        GLint stop_color1_uniform_location = 0;
        GLint stop_color2_uniform_location = 0;
        GLint stop_color3_uniform_location = 0;
        GLint stop_color4_uniform_location = 0;
        GLint stop_color5_uniform_location = 0;
        GLint stop_color6_uniform_location = 0;
        GLint stop_color7_uniform_location = 0;
        GLint pt_slope_uniform_location = 0;
        GLint repeat_type_uniform_location = 0;
        GLint hor_ver_uniform_location = 0;
        GLint cos_val_uniform_location = 0;
        GLint p1_distance_uniform_location = 0;
        GLint pt_distance_uniform_location = 0;
    
        glamor_priv = glamor_get_screen_private(screen);
        glamor_make_current(glamor_priv);
    
        /* Create a pixmap with VBO. */
        pixmap = glamor_create_pixmap(screen,
                                      width, height,
                                      PIXMAN_FORMAT_DEPTH(format), 0);
    
        if (!pixmap)
            goto GRADIENT_FAIL;
    
        dst_picture = CreatePicture(0, &pixmap->drawable,
                                    PictureMatchFormat(screen,
                                                       PIXMAN_FORMAT_DEPTH(format),
                                                       format), 0, 0, serverClient,
                                    &error);
    
        /* Release the reference, picture will hold the last one. */
        glamor_destroy_pixmap(pixmap);
    
        if (!dst_picture)
            goto GRADIENT_FAIL;
    
        ValidatePicture(dst_picture);
    
        stops_count = src_picture->pSourcePict->linear.nstops + 2;
    
        /* Because the max value of nstops is unknown, so create a program
           when nstops > LINEAR_LARGE_STOPS. */
        if (stops_count <= LINEAR_SMALL_STOPS) {
            gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][0];
        }
        else if (stops_count <= LINEAR_LARGE_STOPS) {
            gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][1];
        }
        else {
            _glamor_create_linear_gradient_program(screen,
                                                   src_picture->pSourcePict->linear.
                                                   nstops + 2, 1);
            gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2];
        }
    
        /* Bind all the uniform vars . */
        n_stop_uniform_location =
            glGetUniformLocation(gradient_prog, "n_stop");
        pt_slope_uniform_location =
            glGetUniformLocation(gradient_prog, "pt_slope");
        repeat_type_uniform_location =
            glGetUniformLocation(gradient_prog, "repeat_type");
        hor_ver_uniform_location =
            glGetUniformLocation(gradient_prog, "hor_ver");
        transform_mat_uniform_location =
            glGetUniformLocation(gradient_prog, "transform_mat");
        cos_val_uniform_location =
            glGetUniformLocation(gradient_prog, "cos_val");
        p1_distance_uniform_location =
            glGetUniformLocation(gradient_prog, "p1_distance");
        pt_distance_uniform_location =
            glGetUniformLocation(gradient_prog, "pt_distance");
    
        if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
            stop0_uniform_location =
                glGetUniformLocation(gradient_prog, "stop0");
            stop1_uniform_location =
                glGetUniformLocation(gradient_prog, "stop1");
            stop2_uniform_location =
                glGetUniformLocation(gradient_prog, "stop2");
            stop3_uniform_location =
                glGetUniformLocation(gradient_prog, "stop3");
            stop4_uniform_location =
                glGetUniformLocation(gradient_prog, "stop4");
            stop5_uniform_location =
                glGetUniformLocation(gradient_prog, "stop5");
            stop6_uniform_location =
                glGetUniformLocation(gradient_prog, "stop6");
            stop7_uniform_location =
                glGetUniformLocation(gradient_prog, "stop7");
    
            stop_color0_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color0");
            stop_color1_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color1");
            stop_color2_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color2");
            stop_color3_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color3");
            stop_color4_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color4");
            stop_color5_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color5");
            stop_color6_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color6");
            stop_color7_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_color7");
        }
        else {
            stops_uniform_location =
                glGetUniformLocation(gradient_prog, "stops");
            stop_colors_uniform_location =
                glGetUniformLocation(gradient_prog, "stop_colors");
        }
    
        glUseProgram(gradient_prog);
    
        glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
    
        /* set the transform matrix. */
        if (src_picture->transform) {
            _glamor_gradient_convert_trans_matrix(src_picture->transform,
                                                  transform_mat, width, height, 1);
            glUniformMatrix3fv(transform_mat_uniform_location,
                               1, 1, &transform_mat[0][0]);
        }
        else {
            glUniformMatrix3fv(transform_mat_uniform_location,
                               1, 1, &identity_mat[0][0]);
        }
    
        if (!_glamor_gradient_set_pixmap_destination
            (screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source,
             1))
            goto GRADIENT_FAIL;
    
        glamor_set_alu(screen, GXcopy);
    
        /* Normalize the PTs. */
        glamor_set_normalize_pt(xscale, yscale,
                                pixman_fixed_to_double(src_picture->pSourcePict->
                                                       linear.p1.x),
                                pixman_fixed_to_double(src_picture->pSourcePict->
                                                       linear.p1.y),
                                pt1);
        DEBUGF("pt1:(%f, %f) ---> (%f %f)\n",
               pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.x),
               pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.y),
               pt1[0], pt1[1]);
    
        glamor_set_normalize_pt(xscale, yscale,
                                pixman_fixed_to_double(src_picture->pSourcePict->
                                                       linear.p2.x),
                                pixman_fixed_to_double(src_picture->pSourcePict->
                                                       linear.p2.y),
                                pt2);
        DEBUGF("pt2:(%f, %f) ---> (%f %f)\n",
               pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.x),
               pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.y),
               pt2[0], pt2[1]);
    
        /* Set all the stops and colors to shader. */
        if (stops_count > LINEAR_SMALL_STOPS) {
            stop_colors = xallocarray(stops_count, 4 * sizeof(float));
            if (stop_colors == NULL) {
                ErrorF("Failed to allocate stop_colors memory.\n");
                goto GRADIENT_FAIL;
            }
    
            n_stops = xallocarray(stops_count, sizeof(float));
            if (n_stops == NULL) {
                ErrorF("Failed to allocate n_stops memory.\n");
                goto GRADIENT_FAIL;
            }
        }
        else {
            stop_colors = stop_colors_st;
            n_stops = n_stops_st;
        }
    
        count =
            _glamor_gradient_set_stops(src_picture,
                                       &src_picture->pSourcePict->gradient,
                                       stop_colors, n_stops);
    
        if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
            int j = 0;
    
            glUniform4f(stop_color0_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color1_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color2_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color3_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color4_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color5_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color6_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
            j++;
            glUniform4f(stop_color7_uniform_location,
                        stop_colors[4 * j + 0], stop_colors[4 * j + 1],
                        stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
    
            j = 0;
            glUniform1f(stop0_uniform_location, n_stops[j++]);
            glUniform1f(stop1_uniform_location, n_stops[j++]);
            glUniform1f(stop2_uniform_location, n_stops[j++]);
            glUniform1f(stop3_uniform_location, n_stops[j++]);
            glUniform1f(stop4_uniform_location, n_stops[j++]);
            glUniform1f(stop5_uniform_location, n_stops[j++]);
            glUniform1f(stop6_uniform_location, n_stops[j++]);
            glUniform1f(stop7_uniform_location, n_stops[j++]);
    
            glUniform1i(n_stop_uniform_location, count);
        }
        else {
            glUniform4fv(stop_colors_uniform_location, count, stop_colors);
            glUniform1fv(stops_uniform_location, count, n_stops);
            glUniform1i(n_stop_uniform_location, count);
        }
    
        if (src_picture->pSourcePict->linear.p2.y == src_picture->pSourcePict->linear.p1.y) {       // The horizontal case.
            glUniform1i(hor_ver_uniform_location, 1);
            DEBUGF("p1.y: %f, p2.y: %f, enter the horizontal case\n",
                   pt1[1], pt2[1]);
    
            p1_distance = pt1[0];
            pt_distance = (pt2[0] - p1_distance);
            glUniform1f(p1_distance_uniform_location, p1_distance);
            glUniform1f(pt_distance_uniform_location, pt_distance);
        }
        else {
            /* The slope need to compute here. In shader, the viewport set will change
               the original slope and the slope which is vertical to it will not be correct. */
            slope = -(float) (src_picture->pSourcePict->linear.p2.x
                              - src_picture->pSourcePict->linear.p1.x) /
                (float) (src_picture->pSourcePict->linear.p2.y
                         - src_picture->pSourcePict->linear.p1.y);
            slope = slope * yscale / xscale;
            glUniform1f(pt_slope_uniform_location, slope);
            glUniform1i(hor_ver_uniform_location, 0);
    
            cos_val = sqrt(1.0 / (slope * slope + 1.0));
            glUniform1f(cos_val_uniform_location, cos_val);
    
            p1_distance = (pt1[1] - pt1[0] * slope) * cos_val;
            pt_distance = (pt2[1] - pt2[0] * slope) * cos_val - p1_distance;
            glUniform1f(p1_distance_uniform_location, p1_distance);
            glUniform1f(pt_distance_uniform_location, pt_distance);
        }
    
        /* Now rendering. */
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    
        /* Do the clear logic. */
        if (stops_count > LINEAR_SMALL_STOPS) {
            free(n_stops);
            free(stop_colors);
        }
    
        glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
        glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
    
        return dst_picture;
    
     GRADIENT_FAIL:
        if (dst_picture) {
            FreePicture(dst_picture, 0);
        }
    
        if (stops_count > LINEAR_SMALL_STOPS) {
            if (n_stops)
                free(n_stops);
            if (stop_colors)
                free(stop_colors);
        }
    
        glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
        glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
        return NULL;
    }
    
    #endif                          /* End of GLAMOR_GRADIENT_SHADER */