[PATCH 03/15] glamor: Fix some mangling of shader strings by indent.

Eric Anholt eric at anholt.net
Thu Jan 9 17:26:17 PST 2014


Signed-off-by: Eric Anholt <eric at anholt.net>
---

Once again, git-send-email refused due to x-indent's output being too
long, so this isn't a real patch because I replaced that line with
"THE STRINGS BELOW ALL SMASHED INTO ONE LINE".  Look at the git tree
for real patches.


 glamor/glamor_core.c      |  9 +++--
 glamor/glamor_fill.c      | 13 +++++--
 glamor/glamor_gradient.c  | 89 ++++++++++++++++++++++++++++++++++++++++++++---
 glamor/glamor_putimage.c  | 23 ++++++++----
 glamor/glamor_render.c    | 60 +++++++++++++++++++++++---------
 glamor/glamor_tile.c      |  6 ++--
 glamor/glamor_trapezoid.c | 13 ++++---
 glamor/glamor_xv.c        | 14 +++++---
 8 files changed, 183 insertions(+), 44 deletions(-)

diff --git a/glamor/glamor_core.c b/glamor/glamor_core.c
index 4213961..4eac856 100644
--- a/glamor/glamor_core.c
+++ b/glamor/glamor_core.c
@@ -151,7 +151,8 @@ glamor_init_finish_access_shaders(ScreenPtr screen)
         "void main()\n"
         "{\n"
         "	gl_Position = v_position;\n"
-        "	source_texture = v_texcoord0.xy;\n" "}\n";
+        "	source_texture = v_texcoord0.xy;\n"
+        "}\n";
 
     const char *common_source =
         GLAMOR_DEFAULT_PRECISION
@@ -186,7 +187,8 @@ glamor_init_finish_access_shaders(ScreenPtr screen)
         "	  	gl_FragColor = texture2D(sampler, source_texture).gbar;\n"
         "     else if (swap_rb == SWAP_NONE_UPLOADING)\n"
         "	  	gl_FragColor = texture2D(sampler, source_texture).abgr;\n"
-        "    } \n" "}\n";
+        "    } \n"
+        "}\n";
 
     const char *set_alpha_source =
         "void main()\n"
@@ -208,7 +210,8 @@ glamor_init_finish_access_shaders(ScreenPtr screen)
         "	  	gl_FragColor = vec4(texture2D(sampler, source_texture).gba, 1);\n"
         "     else if (swap_rb == SWAP_NONE_UPLOADING)\n"
         "	  	gl_FragColor = vec4(texture2D(sampler, source_texture).abg, 1);\n"
-        "    } \n" "}\n";
+        "    } \n"
+        "}\n";
     GLint fs_prog, vs_prog, avs_prog, set_alpha_prog;
     GLint sampler_uniform_location;
     char *source;
diff --git a/glamor/glamor_fill.c b/glamor/glamor_fill.c
index 47d27bc..3aef7fc 100644
--- a/glamor/glamor_fill.c
+++ b/glamor/glamor_fill.c
@@ -140,10 +140,17 @@ glamor_init_solid_shader(ScreenPtr screen)
     glamor_gl_dispatch *dispatch;
     const char *solid_vs =
         "attribute vec4 v_position;"
-        "void main()\n" "{\n" "       gl_Position = v_position;\n" "}\n";
+        "void main()\n"
+        "{\n"
+        "       gl_Position = v_position;\n"
+        "}\n";
     const char *solid_fs =
-        GLAMOR_DEFAULT_PRECISION "uniform vec4 color;\n"
-        "void main()\n" "{\n" "	gl_FragColor = color;\n" "}\n";
+        GLAMOR_DEFAULT_PRECISION
+        "uniform vec4 color;\n"
+        "void main()\n"
+        "{\n"
+        "	gl_FragColor = color;\n"
+        "}\n";
     GLint fs_prog, vs_prog;
 
     glamor_priv = glamor_get_screen_private(screen);
diff --git a/glamor/glamor_gradient.c b/glamor/glamor_gradient.c
index df6c3bb..e7c872d 100644
--- a/glamor/glamor_gradient.c
+++ b/glamor/glamor_gradient.c
@@ -85,7 +85,84 @@ _glamor_create_getcolor_fs_program(ScreenPtr screen, int stops_count,
 
     /* 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. */
-    THE STRINGS BELOW ALL SMASHED INTO ONE LINE
+    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"
+        "    float stop_after;\n"
+        "    float stop_before;\n"
+        "    vec4 stop_color_before;\n"
+        "    vec4 stop_color_after;\n"
+        "    float new_alpha; \n"
+        "    vec4 gradient_color;\n"
+        "    float percentage; \n"
+        "    \n"
+        "    if((stop_len < stop0) && (n_stop >= 1)) {\n"
+        "        stop_color_before = stop_color0;\n"
+        "        stop_color_after = stop_color0;\n"
+        "        stop_after = stop0;\n"
+        "        stop_before = stop0;\n"
+        "    } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
+        "        stop_color_before = stop_color0;\n"
+        "        stop_color_after = stop_color1;\n"
+        "        stop_after = stop1;\n"
+        "        stop_before = stop0;\n"
+        "    } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
+        "        stop_color_before = stop_color1;\n"
+        "        stop_color_after = stop_color2;\n"
+        "        stop_after = stop2;\n"
+        "        stop_before = stop1;\n"
+        "    } else if((stop_len < stop3) && (n_stop >= 4)){\n"
+        "        stop_color_before = stop_color2;\n"
+        "        stop_color_after = stop_color3;\n"
+        "        stop_after = stop3;\n"
+        "        stop_before = stop2;\n"
+        "    } else if((stop_len < stop4) && (n_stop >= 5)){\n"
+        "        stop_color_before = stop_color3;\n"
+        "        stop_color_after = stop_color4;\n"
+        "        stop_after = stop4;\n"
+        "        stop_before = stop3;\n"
+        "    } else if((stop_len < stop5) && (n_stop >= 6)){\n"
+        "        stop_color_before = stop_color4;\n"
+        "        stop_color_after = stop_color5;\n"
+        "        stop_after = stop5;\n"
+        "        stop_before = stop4;\n"
+        "    } else if((stop_len < stop6) && (n_stop >= 7)){\n"
+        "        stop_color_before = stop_color5;\n"
+        "        stop_color_after = stop_color6;\n"
+        "        stop_after = stop6;\n"
+        "        stop_before = stop5;\n"
+        "    } else if((stop_len < stop7) && (n_stop >= 8)){\n"
+        "        stop_color_before = stop_color6;\n"
+        "        stop_color_after = stop_color7;\n"
+        "        stop_after = stop7;\n"
+        "        stop_before = stop6;\n"
+        "    } else {\n"
+        "        stop_color_before = stop_color7;\n"
+        "        stop_color_after = stop_color7;\n"
+        "        stop_after = stop7;\n"
+        "        stop_before = stop7;\n"
+        "    }\n"
+        "    if(stop_after - stop_before > 2.0)\n"
+        "        percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
         "    else if(stop_after - stop_before < 0.000001)\n"
         "        percentage = 0.0;\n"
         "    else \n"
@@ -95,7 +172,9 @@ _glamor_create_getcolor_fs_program(ScreenPtr screen, int stops_count,
         "    gradient_color = vec4((percentage * stop_color_after.rgb \n"
         "                          + (1.0-percentage) * stop_color_before.rgb)*new_alpha, \n"
         "                          new_alpha);\n"
-        "    \n" "    return gradient_color;\n" "}\n";
+        "    \n"
+        "    return gradient_color;\n"
+        "}\n";
 
     glamor_priv = glamor_get_screen_private(screen);
     dispatch = glamor_get_dispatch(glamor_priv);
@@ -137,7 +216,8 @@ _glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count,
         "void main()\n"
         "{\n"
         "    gl_Position = v_position;\n"
-        "    source_texture = v_texcoord.xy;\n" "}\n";
+        "    source_texture = v_texcoord.xy;\n"
+        "}\n";
 
     /*
      *     Refer to pixman radial gradient.
@@ -375,7 +455,8 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count,
         "void main()\n"
         "{\n"
         "    gl_Position = v_position;\n"
-        "    source_texture = v_texcoord.xy;\n" "}\n";
+        "    source_texture = v_texcoord.xy;\n"
+        "}\n";
 
     /*
      *                                      |
diff --git a/glamor/glamor_putimage.c b/glamor/glamor_putimage.c
index 5d06912..6b25bec 100644
--- a/glamor/glamor_putimage.c
+++ b/glamor/glamor_putimage.c
@@ -38,20 +38,29 @@ glamor_init_putimage_shaders(ScreenPtr screen)
 #if 0
     glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
     const char *xybitmap_vs =
-        "uniform float x_bias;\n" "uniform float x_scale;\n"
-        "uniform float y_bias;\n" "uniform float y_scale;\n"
-        "varying vec2 bitmap_coords;\n" "void main()\n" "{\n"
+        "uniform float x_bias;\n"
+        "uniform float x_scale;\n"
+        "uniform float y_bias;\n"
+        "uniform float y_scale;\n"
+        "varying vec2 bitmap_coords;\n"
+        "void main()\n"
+        "{\n"
         "	gl_Position = vec4((gl_Vertex.x + x_bias) * x_scale,\n"
         "			   (gl_Vertex.y + y_bias) * y_scale,\n"
         "			   0,\n"
         "			   1);\n"
-        "	bitmap_coords = gl_MultiTexCoord0.xy;\n" "}\n";
+        "	bitmap_coords = gl_MultiTexCoord0.xy;\n"
+        "}\n";
     const char *xybitmap_fs =
-        "uniform vec4 fg, bg;\n" "varying vec2 bitmap_coords;\n"
-        "uniform sampler2D bitmap_sampler;\n" "void main()\n" "{\n"
+        "uniform vec4 fg, bg;\n"
+        "varying vec2 bitmap_coords;\n"
+        "uniform sampler2D bitmap_sampler;\n"
+        "void main()\n"
+        "{\n"
         "	float bitmap_value = texture2D(bitmap_sampler,\n"
         "				       bitmap_coords).x;\n"
-        "	gl_FragColor = mix(bg, fg, bitmap_value);\n" "}\n";
+        "	gl_FragColor = mix(bg, fg, bitmap_value);\n"
+        "}\n";
     GLint fs_prog, vs_prog, prog;
     GLint sampler_uniform_location;
 
diff --git a/glamor/glamor_render.c b/glamor/glamor_render.c
index d6ccf81..10cb24a 100644
--- a/glamor/glamor_render.c
+++ b/glamor/glamor_render.c
@@ -99,7 +99,9 @@ glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
         "			rel_tex.y = 2.0 - (1.0 - fract(rel_tex.y))/wh.y;\n"
         "		else \n"
         "			rel_tex.y = fract(rel_tex.y)/wh.y;\n"
-        "    } \n" "   return rel_tex; \n" "}\n";
+        "    } \n"
+        "   return rel_tex; \n"
+        "}\n";
     /* The texture and the pixmap size is not match eaxctly, so can't sample it directly.
      * rel_sampler will recalculate the texture coords.*/
     const char *rel_sampler =
@@ -121,7 +123,10 @@ glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
     const char *source_solid_fetch =
         GLAMOR_DEFAULT_PRECISION
         "uniform vec4 source;\n"
-        "vec4 get_source()\n" "{\n" "	return source;\n" "}\n";
+        "vec4 get_source()\n"
+        "{\n"
+        "	return source;\n"
+        "}\n";
     const char *source_alpha_pixmap_fetch =
         GLAMOR_DEFAULT_PRECISION
         "varying vec2 source_texture;\n"
@@ -136,7 +141,8 @@ glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
         "				   source_wh, source_repeat_mode, 0);\n"
         "}\n";
     const char *source_pixmap_fetch =
-        GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n"
+        GLAMOR_DEFAULT_PRECISION
+        "varying vec2 source_texture;\n"
         "uniform sampler2D source_sampler;\n"
         "uniform vec4 source_wh;\n"
         "vec4 get_source()\n"
@@ -148,10 +154,15 @@ glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
         "				   source_wh, source_repeat_mode, 1);\n"
         "}\n";
     const char *mask_solid_fetch =
-        GLAMOR_DEFAULT_PRECISION "uniform vec4 mask;\n"
-        "vec4 get_mask()\n" "{\n" "	return mask;\n" "}\n";
+        GLAMOR_DEFAULT_PRECISION
+        "uniform vec4 mask;\n"
+        "vec4 get_mask()\n"
+        "{\n"
+        "	return mask;\n"
+        "}\n";
     const char *mask_alpha_pixmap_fetch =
-        GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
+        GLAMOR_DEFAULT_PRECISION
+        "varying vec2 mask_texture;\n"
         "uniform sampler2D mask_sampler;\n"
         "uniform vec4 mask_wh;\n"
         "vec4 get_mask()\n"
@@ -163,7 +174,8 @@ glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
         "				   mask_wh, mask_repeat_mode, 0);\n"
         "}\n";
     const char *mask_pixmap_fetch =
-        GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
+        GLAMOR_DEFAULT_PRECISION
+        "varying vec2 mask_texture;\n"
         "uniform sampler2D mask_sampler;\n"
         "uniform vec4 mask_wh;\n"
         "vec4 get_mask()\n"
@@ -175,17 +187,29 @@ glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
         "				   mask_wh, mask_repeat_mode, 1);\n"
         "}\n";
     const char *in_source_only =
-        GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
-        "	gl_FragColor = get_source();\n" "}\n";
+        GLAMOR_DEFAULT_PRECISION
+        "void main()\n"
+        "{\n"
+        "	gl_FragColor = get_source();\n"
+        "}\n";
     const char *in_normal =
-        GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
-        "	gl_FragColor = get_source() * get_mask().a;\n" "}\n";
+        GLAMOR_DEFAULT_PRECISION
+        "void main()\n"
+        "{\n"
+        "	gl_FragColor = get_source() * get_mask().a;\n"
+        "}\n";
     const char *in_ca_source =
-        GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
-        "	gl_FragColor = get_source() * get_mask();\n" "}\n";
+        GLAMOR_DEFAULT_PRECISION
+        "void main()\n"
+        "{\n"
+        "	gl_FragColor = get_source() * get_mask();\n"
+        "}\n";
     const char *in_ca_alpha =
-        GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
-        "	gl_FragColor = get_source().a * get_mask();\n" "}\n";
+        GLAMOR_DEFAULT_PRECISION
+        "void main()\n"
+        "{\n"
+        "	gl_FragColor = get_source().a * get_mask();\n"
+        "}\n";
     char *source;
     const char *source_fetch;
     const char *mask_fetch = "";
@@ -258,7 +282,9 @@ glamor_create_composite_vs(glamor_gl_dispatch * dispatch,
         "attribute vec4 v_texcoord1;\n"
         "varying vec2 source_texture;\n"
         "varying vec2 mask_texture;\n"
-        "void main()\n" "{\n" "	gl_Position = v_position;\n";
+        "void main()\n"
+        "{\n"
+        "	gl_Position = v_position;\n";
     const char *source_coords = "	source_texture = v_texcoord0.xy;\n";
     const char *mask_coords = "	mask_texture = v_texcoord1.xy;\n";
     const char *main_closing = "}\n";
@@ -1165,7 +1191,7 @@ glamor_composite_choose_shader(CARD8 op,
 
     *shader = glamor_lookup_composite_shader(screen, &key);
     if ((*shader)->prog == 0) {
-        glamor_fallback("no shader program for this" "render acccel mode\n");
+        glamor_fallback("no shader program for this render acccel mode\n");
         goto fail;
     }
 
diff --git a/glamor/glamor_tile.c b/glamor/glamor_tile.c
index 0012653..9c8e521 100644
--- a/glamor/glamor_tile.c
+++ b/glamor/glamor_tile.c
@@ -45,7 +45,8 @@ glamor_init_tile_shader(ScreenPtr screen)
         "void main()\n"
         "{\n"
         "       gl_Position = v_position;\n"
-        "       tile_texture = v_texcoord0.xy;\n" "}\n";
+        "       tile_texture = v_texcoord0.xy;\n"
+        "}\n";
     const char *tile_fs =
         GLAMOR_DEFAULT_PRECISION
         "varying vec2 tile_texture;\n"
@@ -56,7 +57,8 @@ glamor_init_tile_shader(ScreenPtr screen)
         "   vec2 rel_tex;"
         "   rel_tex = tile_texture * wh; \n"
         "   rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
-        "	gl_FragColor = texture2D(sampler, rel_tex);\n" "}\n";
+        "	gl_FragColor = texture2D(sampler, rel_tex);\n"
+        "}\n";
     GLint fs_prog, vs_prog;
     GLint sampler_uniform_location;
 
diff --git a/glamor/glamor_trapezoid.c b/glamor/glamor_trapezoid.c
index c7f7a62..2c66cea 100644
--- a/glamor/glamor_trapezoid.c
+++ b/glamor/glamor_trapezoid.c
@@ -1018,7 +1018,8 @@ glamor_init_trapezoid_shader(ScreenPtr screen)
 
     const char *trapezoid_vs =
         GLAMOR_DEFAULT_PRECISION
-        "attribute vec4 v_position;\n" "attribute vec2 v_texcoord;\n"
+        "attribute vec4 v_position;\n"
+        "attribute vec2 v_texcoord;\n"
         /* v_top_bottom, v_left_param and v_right_param contain the
            constant value for all the vertex of one rect. Using uniform
            is more suitable but we need to reset the uniform variables
@@ -1056,7 +1057,8 @@ glamor_init_trapezoid_shader(ScreenPtr screen)
         "    trap_right_x = v_right_param.x;\n"
         "    trap_right_y = v_right_param.y;\n"
         "    trap_right_slope = v_right_param.z;\n"
-        "    trap_right_vertical_f = v_right_param.w;\n" "}\n";
+        "    trap_right_vertical_f = v_right_param.w;\n"
+        "}\n";
 
     /*
      * Because some GL fill function do not support the MultSample
@@ -1158,7 +1160,9 @@ glamor_init_trapezoid_shader(ScreenPtr screen)
         "            || (x_up_cut_left > source_texture.x + x_per_pix/2.0  &&  \n"
         "                   x_bottom_cut_left > source_texture.x + x_per_pix/2.0)) {  \n"
         //            The complete outside. At Left or Right of the trapezoide.
-        "             return 0.0;  \n" "        }  \n" "    }  \n"
+        "             return 0.0;  \n"
+        "        }  \n"
+        "    }  \n"
         //   Get here, the pix is partly inside the trapezoid.
         "    {  \n"
         "        float percent = 0.0;  \n"
@@ -1336,7 +1340,8 @@ glamor_init_trapezoid_shader(ScreenPtr screen)
         "void main()  \n"
         "{  \n"
         "    float alpha_val = get_alpha_val();  \n"
-        "    gl_FragColor = vec4(0.0, 0.0, 0.0, alpha_val);  \n" "}\n";
+        "    gl_FragColor = vec4(0.0, 0.0, 0.0, alpha_val);  \n"
+        "}\n";
 
     glamor_priv = glamor_get_screen_private(screen);
     dispatch = glamor_get_dispatch(glamor_priv);
diff --git a/glamor/glamor_xv.c b/glamor/glamor_xv.c
index 237a272..8e4c292 100644
--- a/glamor/glamor_xv.c
+++ b/glamor/glamor_xv.c
@@ -58,8 +58,11 @@ typedef struct tagREF_TRANSFORM {
 static const char *xv_vs = "attribute vec4 v_position;\n"
     "attribute vec4 v_texcoord0;\n"
     "varying vec2 tcs;\n"
-    "void main()\n" "{\n" "     gl_Position = v_position;\n"
-    "tcs = v_texcoord0.xy;\n" "}\n";
+    "void main()\n"
+    "{\n"
+    "     gl_Position = v_position;\n"
+    "tcs = v_texcoord0.xy;\n"
+    "}\n";
 
 static const char *xv_ps = GLAMOR_DEFAULT_PRECISION
     "uniform sampler2D y_sampler;\n"
@@ -71,14 +74,17 @@ static const char *xv_ps = GLAMOR_DEFAULT_PRECISION
     "varying vec2 tcs;\n"
     "float sample;\n"
     "vec4 temp1;\n"
-    "void main()\n" "{\n"
+    "void main()\n"
+    "{\n"
     "sample = texture2D(y_sampler, tcs).w;\n"
     "temp1.xyz = offsetyco.www * vec3(sample) + offsetyco.xyz;\n"
     "sample = texture2D(u_sampler, tcs).w;\n"
     "temp1.xyz = ucogamma.xyz * vec3(sample) + temp1.xyz;\n"
     "sample = texture2D(v_sampler, tcs).w;\n"
     "temp1.xyz = clamp(vco.xyz * vec3(sample) + temp1.xyz, 0.0, 1.0);\n"
-    "temp1.w = 1.0;\n" "gl_FragColor = temp1;\n" "}\n";
+    "temp1.w = 1.0;\n"
+    "gl_FragColor = temp1;\n"
+    "}\n";
 
 void
 glamor_init_xv_shader(ScreenPtr screen)
-- 
1.8.5.1



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