xref: /OK3568_Linux_fs/external/xserver/glamor/glamor_dash.c (revision 4882a59341e53eb6f0b4789bf948001014eff981)
1*4882a593Smuzhiyun /*
2*4882a593Smuzhiyun  * Copyright © 2014 Keith Packard
3*4882a593Smuzhiyun  *
4*4882a593Smuzhiyun  * Permission to use, copy, modify, distribute, and sell this software and its
5*4882a593Smuzhiyun  * documentation for any purpose is hereby granted without fee, provided that
6*4882a593Smuzhiyun  * the above copyright notice appear in all copies and that both that copyright
7*4882a593Smuzhiyun  * notice and this permission notice appear in supporting documentation, and
8*4882a593Smuzhiyun  * that the name of the copyright holders not be used in advertising or
9*4882a593Smuzhiyun  * publicity pertaining to distribution of the software without specific,
10*4882a593Smuzhiyun  * written prior permission.  The copyright holders make no representations
11*4882a593Smuzhiyun  * about the suitability of this software for any purpose.  It is provided "as
12*4882a593Smuzhiyun  * is" without express or implied warranty.
13*4882a593Smuzhiyun  *
14*4882a593Smuzhiyun  * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
15*4882a593Smuzhiyun  * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
16*4882a593Smuzhiyun  * EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
17*4882a593Smuzhiyun  * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
18*4882a593Smuzhiyun  * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
19*4882a593Smuzhiyun  * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
20*4882a593Smuzhiyun  * OF THIS SOFTWARE.
21*4882a593Smuzhiyun  */
22*4882a593Smuzhiyun 
23*4882a593Smuzhiyun #include "glamor_priv.h"
24*4882a593Smuzhiyun #include "glamor_program.h"
25*4882a593Smuzhiyun #include "glamor_transform.h"
26*4882a593Smuzhiyun #include "glamor_transfer.h"
27*4882a593Smuzhiyun #include "glamor_prepare.h"
28*4882a593Smuzhiyun 
29*4882a593Smuzhiyun static const char dash_vs_vars[] =
30*4882a593Smuzhiyun     "attribute vec3 primitive;\n"
31*4882a593Smuzhiyun     "varying float dash_offset;\n";
32*4882a593Smuzhiyun 
33*4882a593Smuzhiyun static const char dash_vs_exec[] =
34*4882a593Smuzhiyun     "       dash_offset = primitive.z / dash_length;\n"
35*4882a593Smuzhiyun     "       vec2 pos = vec2(0,0);\n"
36*4882a593Smuzhiyun     GLAMOR_POS(gl_Position, primitive.xy);
37*4882a593Smuzhiyun 
38*4882a593Smuzhiyun static const char dash_fs_vars[] =
39*4882a593Smuzhiyun     "varying float dash_offset;\n";
40*4882a593Smuzhiyun 
41*4882a593Smuzhiyun static const char on_off_fs_exec[] =
42*4882a593Smuzhiyun     "       float pattern = texture2D(dash, vec2(dash_offset, 0.5)).w;\n"
43*4882a593Smuzhiyun     "       if (pattern == 0.0)\n"
44*4882a593Smuzhiyun     "               discard;\n";
45*4882a593Smuzhiyun 
46*4882a593Smuzhiyun /* XXX deal with stippled double dashed lines once we have stippling support */
47*4882a593Smuzhiyun static const char double_fs_exec[] =
48*4882a593Smuzhiyun     "       float pattern = texture2D(dash, vec2(dash_offset, 0.5)).w;\n"
49*4882a593Smuzhiyun     "       if (pattern == 0.0)\n"
50*4882a593Smuzhiyun     "               gl_FragColor = bg;\n"
51*4882a593Smuzhiyun     "       else\n"
52*4882a593Smuzhiyun     "               gl_FragColor = fg;\n";
53*4882a593Smuzhiyun 
54*4882a593Smuzhiyun 
55*4882a593Smuzhiyun static const glamor_facet glamor_facet_on_off_dash_lines = {
56*4882a593Smuzhiyun     .version = 130,
57*4882a593Smuzhiyun     .name = "poly_lines_on_off_dash",
58*4882a593Smuzhiyun     .vs_vars = dash_vs_vars,
59*4882a593Smuzhiyun     .vs_exec = dash_vs_exec,
60*4882a593Smuzhiyun     .fs_vars = dash_fs_vars,
61*4882a593Smuzhiyun     .fs_exec = on_off_fs_exec,
62*4882a593Smuzhiyun     .locations = glamor_program_location_dash,
63*4882a593Smuzhiyun };
64*4882a593Smuzhiyun 
65*4882a593Smuzhiyun static const glamor_facet glamor_facet_double_dash_lines = {
66*4882a593Smuzhiyun     .version = 130,
67*4882a593Smuzhiyun     .name = "poly_lines_double_dash",
68*4882a593Smuzhiyun     .vs_vars = dash_vs_vars,
69*4882a593Smuzhiyun     .vs_exec = dash_vs_exec,
70*4882a593Smuzhiyun     .fs_vars = dash_fs_vars,
71*4882a593Smuzhiyun     .fs_exec = double_fs_exec,
72*4882a593Smuzhiyun     .locations = (glamor_program_location_dash|
73*4882a593Smuzhiyun                   glamor_program_location_fg|
74*4882a593Smuzhiyun                   glamor_program_location_bg),
75*4882a593Smuzhiyun };
76*4882a593Smuzhiyun 
77*4882a593Smuzhiyun static PixmapPtr
glamor_get_dash_pixmap(GCPtr gc)78*4882a593Smuzhiyun glamor_get_dash_pixmap(GCPtr gc)
79*4882a593Smuzhiyun {
80*4882a593Smuzhiyun     glamor_gc_private *gc_priv = glamor_get_gc_private(gc);
81*4882a593Smuzhiyun     ScreenPtr   screen = gc->pScreen;
82*4882a593Smuzhiyun     PixmapPtr   pixmap;
83*4882a593Smuzhiyun     int         offset;
84*4882a593Smuzhiyun     int         d;
85*4882a593Smuzhiyun     uint32_t    pixel;
86*4882a593Smuzhiyun     GCPtr       scratch_gc;
87*4882a593Smuzhiyun 
88*4882a593Smuzhiyun     if (gc_priv->dash)
89*4882a593Smuzhiyun         return gc_priv->dash;
90*4882a593Smuzhiyun 
91*4882a593Smuzhiyun     offset = 0;
92*4882a593Smuzhiyun     for (d = 0; d < gc->numInDashList; d++)
93*4882a593Smuzhiyun         offset += gc->dash[d];
94*4882a593Smuzhiyun 
95*4882a593Smuzhiyun     pixmap = glamor_create_pixmap(screen, offset, 1, 8, 0);
96*4882a593Smuzhiyun     if (!pixmap)
97*4882a593Smuzhiyun         goto bail;
98*4882a593Smuzhiyun 
99*4882a593Smuzhiyun     scratch_gc = GetScratchGC(8, screen);
100*4882a593Smuzhiyun     if (!scratch_gc)
101*4882a593Smuzhiyun         goto bail_pixmap;
102*4882a593Smuzhiyun 
103*4882a593Smuzhiyun     pixel = 0xffffffff;
104*4882a593Smuzhiyun     offset = 0;
105*4882a593Smuzhiyun     for (d = 0; d < gc->numInDashList; d++) {
106*4882a593Smuzhiyun         xRectangle      rect;
107*4882a593Smuzhiyun         ChangeGCVal     changes;
108*4882a593Smuzhiyun 
109*4882a593Smuzhiyun         changes.val = pixel;
110*4882a593Smuzhiyun         (void) ChangeGC(NullClient, scratch_gc,
111*4882a593Smuzhiyun                         GCForeground, &changes);
112*4882a593Smuzhiyun         ValidateGC(&pixmap->drawable, scratch_gc);
113*4882a593Smuzhiyun         rect.x = offset;
114*4882a593Smuzhiyun         rect.y = 0;
115*4882a593Smuzhiyun         rect.width = gc->dash[d];
116*4882a593Smuzhiyun         rect.height = 1;
117*4882a593Smuzhiyun         scratch_gc->ops->PolyFillRect (&pixmap->drawable, scratch_gc, 1, &rect);
118*4882a593Smuzhiyun         offset += gc->dash[d];
119*4882a593Smuzhiyun         pixel = ~pixel;
120*4882a593Smuzhiyun     }
121*4882a593Smuzhiyun     FreeScratchGC(scratch_gc);
122*4882a593Smuzhiyun 
123*4882a593Smuzhiyun     gc_priv->dash = pixmap;
124*4882a593Smuzhiyun     return pixmap;
125*4882a593Smuzhiyun 
126*4882a593Smuzhiyun bail_pixmap:
127*4882a593Smuzhiyun     glamor_destroy_pixmap(pixmap);
128*4882a593Smuzhiyun bail:
129*4882a593Smuzhiyun     return NULL;
130*4882a593Smuzhiyun }
131*4882a593Smuzhiyun 
132*4882a593Smuzhiyun static glamor_program *
glamor_dash_setup(DrawablePtr drawable,GCPtr gc)133*4882a593Smuzhiyun glamor_dash_setup(DrawablePtr drawable, GCPtr gc)
134*4882a593Smuzhiyun {
135*4882a593Smuzhiyun     ScreenPtr screen = drawable->pScreen;
136*4882a593Smuzhiyun     glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
137*4882a593Smuzhiyun     PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
138*4882a593Smuzhiyun     glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
139*4882a593Smuzhiyun     PixmapPtr dash_pixmap;
140*4882a593Smuzhiyun     glamor_pixmap_private *dash_priv;
141*4882a593Smuzhiyun     glamor_program *prog;
142*4882a593Smuzhiyun 
143*4882a593Smuzhiyun     if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
144*4882a593Smuzhiyun         goto bail;
145*4882a593Smuzhiyun 
146*4882a593Smuzhiyun     if (gc->lineWidth != 0)
147*4882a593Smuzhiyun         goto bail;
148*4882a593Smuzhiyun 
149*4882a593Smuzhiyun     dash_pixmap = glamor_get_dash_pixmap(gc);
150*4882a593Smuzhiyun     dash_priv = glamor_get_pixmap_private(dash_pixmap);
151*4882a593Smuzhiyun 
152*4882a593Smuzhiyun     if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dash_priv))
153*4882a593Smuzhiyun         goto bail;
154*4882a593Smuzhiyun 
155*4882a593Smuzhiyun     glamor_make_current(glamor_priv);
156*4882a593Smuzhiyun 
157*4882a593Smuzhiyun     switch (gc->lineStyle) {
158*4882a593Smuzhiyun     case LineOnOffDash:
159*4882a593Smuzhiyun         prog = glamor_use_program_fill(pixmap, gc,
160*4882a593Smuzhiyun                                        &glamor_priv->on_off_dash_line_progs,
161*4882a593Smuzhiyun                                        &glamor_facet_on_off_dash_lines);
162*4882a593Smuzhiyun         if (!prog)
163*4882a593Smuzhiyun             goto bail;
164*4882a593Smuzhiyun         break;
165*4882a593Smuzhiyun     case LineDoubleDash:
166*4882a593Smuzhiyun         if (gc->fillStyle != FillSolid)
167*4882a593Smuzhiyun             goto bail;
168*4882a593Smuzhiyun 
169*4882a593Smuzhiyun         prog = &glamor_priv->double_dash_line_prog;
170*4882a593Smuzhiyun 
171*4882a593Smuzhiyun         if (!prog->prog) {
172*4882a593Smuzhiyun             if (!glamor_build_program(screen, prog,
173*4882a593Smuzhiyun                                       &glamor_facet_double_dash_lines,
174*4882a593Smuzhiyun                                       NULL, NULL, NULL))
175*4882a593Smuzhiyun                 goto bail;
176*4882a593Smuzhiyun         }
177*4882a593Smuzhiyun 
178*4882a593Smuzhiyun         if (!glamor_use_program(pixmap, gc, prog, NULL))
179*4882a593Smuzhiyun             goto bail;
180*4882a593Smuzhiyun 
181*4882a593Smuzhiyun         glamor_set_color(pixmap, gc->fgPixel, prog->fg_uniform);
182*4882a593Smuzhiyun         glamor_set_color(pixmap, gc->bgPixel, prog->bg_uniform);
183*4882a593Smuzhiyun         break;
184*4882a593Smuzhiyun 
185*4882a593Smuzhiyun     default:
186*4882a593Smuzhiyun         goto bail;
187*4882a593Smuzhiyun     }
188*4882a593Smuzhiyun 
189*4882a593Smuzhiyun 
190*4882a593Smuzhiyun     /* Set the dash pattern as texture 1 */
191*4882a593Smuzhiyun 
192*4882a593Smuzhiyun     glamor_bind_texture(glamor_priv, GL_TEXTURE1, dash_priv->fbo, FALSE);
193*4882a593Smuzhiyun     glUniform1i(prog->dash_uniform, 1);
194*4882a593Smuzhiyun     glUniform1f(prog->dash_length_uniform, dash_pixmap->drawable.width);
195*4882a593Smuzhiyun 
196*4882a593Smuzhiyun     return prog;
197*4882a593Smuzhiyun 
198*4882a593Smuzhiyun bail:
199*4882a593Smuzhiyun     return NULL;
200*4882a593Smuzhiyun }
201*4882a593Smuzhiyun 
202*4882a593Smuzhiyun static void
glamor_dash_loop(DrawablePtr drawable,GCPtr gc,glamor_program * prog,int n,GLenum mode)203*4882a593Smuzhiyun glamor_dash_loop(DrawablePtr drawable, GCPtr gc, glamor_program *prog,
204*4882a593Smuzhiyun                  int n, GLenum mode)
205*4882a593Smuzhiyun {
206*4882a593Smuzhiyun     PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
207*4882a593Smuzhiyun     glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
208*4882a593Smuzhiyun     int box_index;
209*4882a593Smuzhiyun     int off_x, off_y;
210*4882a593Smuzhiyun 
211*4882a593Smuzhiyun     glEnable(GL_SCISSOR_TEST);
212*4882a593Smuzhiyun 
213*4882a593Smuzhiyun     glamor_pixmap_loop(pixmap_priv, box_index) {
214*4882a593Smuzhiyun         int nbox = RegionNumRects(gc->pCompositeClip);
215*4882a593Smuzhiyun         BoxPtr box = RegionRects(gc->pCompositeClip);
216*4882a593Smuzhiyun 
217*4882a593Smuzhiyun         glamor_set_destination_drawable(drawable, box_index, TRUE, TRUE,
218*4882a593Smuzhiyun                                         prog->matrix_uniform, &off_x, &off_y);
219*4882a593Smuzhiyun 
220*4882a593Smuzhiyun         while (nbox--) {
221*4882a593Smuzhiyun             glScissor(box->x1 + off_x,
222*4882a593Smuzhiyun                       box->y1 + off_y,
223*4882a593Smuzhiyun                       box->x2 - box->x1,
224*4882a593Smuzhiyun                       box->y2 - box->y1);
225*4882a593Smuzhiyun             box++;
226*4882a593Smuzhiyun             glDrawArrays(mode, 0, n);
227*4882a593Smuzhiyun         }
228*4882a593Smuzhiyun     }
229*4882a593Smuzhiyun 
230*4882a593Smuzhiyun     glDisable(GL_SCISSOR_TEST);
231*4882a593Smuzhiyun     glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
232*4882a593Smuzhiyun 
233*4882a593Smuzhiyun     glamor_pixmap_invalid(pixmap);
234*4882a593Smuzhiyun }
235*4882a593Smuzhiyun 
236*4882a593Smuzhiyun static int
glamor_line_length(short x1,short y1,short x2,short y2)237*4882a593Smuzhiyun glamor_line_length(short x1, short y1, short x2, short y2)
238*4882a593Smuzhiyun {
239*4882a593Smuzhiyun     return max(abs(x2 - x1), abs(y2 - y1));
240*4882a593Smuzhiyun }
241*4882a593Smuzhiyun 
242*4882a593Smuzhiyun Bool
glamor_poly_lines_dash_gl(DrawablePtr drawable,GCPtr gc,int mode,int n,DDXPointPtr points)243*4882a593Smuzhiyun glamor_poly_lines_dash_gl(DrawablePtr drawable, GCPtr gc,
244*4882a593Smuzhiyun                           int mode, int n, DDXPointPtr points)
245*4882a593Smuzhiyun {
246*4882a593Smuzhiyun     ScreenPtr screen = drawable->pScreen;
247*4882a593Smuzhiyun     glamor_program *prog;
248*4882a593Smuzhiyun     short *v;
249*4882a593Smuzhiyun     char *vbo_offset;
250*4882a593Smuzhiyun     int add_last;
251*4882a593Smuzhiyun     int dash_pos;
252*4882a593Smuzhiyun     int prev_x, prev_y;
253*4882a593Smuzhiyun     int i;
254*4882a593Smuzhiyun 
255*4882a593Smuzhiyun     if (n < 2)
256*4882a593Smuzhiyun         return TRUE;
257*4882a593Smuzhiyun 
258*4882a593Smuzhiyun     if (!(prog = glamor_dash_setup(drawable, gc)))
259*4882a593Smuzhiyun         return FALSE;
260*4882a593Smuzhiyun 
261*4882a593Smuzhiyun     add_last = 0;
262*4882a593Smuzhiyun     if (gc->capStyle != CapNotLast)
263*4882a593Smuzhiyun         add_last = 1;
264*4882a593Smuzhiyun 
265*4882a593Smuzhiyun     /* Set up the vertex buffers for the points */
266*4882a593Smuzhiyun 
267*4882a593Smuzhiyun     v = glamor_get_vbo_space(drawable->pScreen,
268*4882a593Smuzhiyun                              (n + add_last) * 3 * sizeof (short),
269*4882a593Smuzhiyun                              &vbo_offset);
270*4882a593Smuzhiyun 
271*4882a593Smuzhiyun     glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
272*4882a593Smuzhiyun     glVertexAttribPointer(GLAMOR_VERTEX_POS, 3, GL_SHORT, GL_FALSE,
273*4882a593Smuzhiyun                           3 * sizeof (short), vbo_offset);
274*4882a593Smuzhiyun 
275*4882a593Smuzhiyun     dash_pos = gc->dashOffset;
276*4882a593Smuzhiyun     prev_x = prev_y = 0;
277*4882a593Smuzhiyun     for (i = 0; i < n; i++) {
278*4882a593Smuzhiyun         int this_x = points[i].x;
279*4882a593Smuzhiyun         int this_y = points[i].y;
280*4882a593Smuzhiyun         if (i) {
281*4882a593Smuzhiyun             if (mode == CoordModePrevious) {
282*4882a593Smuzhiyun                 this_x += prev_x;
283*4882a593Smuzhiyun                 this_y += prev_y;
284*4882a593Smuzhiyun             }
285*4882a593Smuzhiyun             dash_pos += glamor_line_length(prev_x, prev_y,
286*4882a593Smuzhiyun                                            this_x, this_y);
287*4882a593Smuzhiyun         }
288*4882a593Smuzhiyun         v[0] = prev_x = this_x;
289*4882a593Smuzhiyun         v[1] = prev_y = this_y;
290*4882a593Smuzhiyun         v[2] = dash_pos;
291*4882a593Smuzhiyun         v += 3;
292*4882a593Smuzhiyun     }
293*4882a593Smuzhiyun 
294*4882a593Smuzhiyun     if (add_last) {
295*4882a593Smuzhiyun         v[0] = prev_x + 1;
296*4882a593Smuzhiyun         v[1] = prev_y;
297*4882a593Smuzhiyun         v[2] = dash_pos + 1;
298*4882a593Smuzhiyun     }
299*4882a593Smuzhiyun 
300*4882a593Smuzhiyun     glamor_put_vbo_space(screen);
301*4882a593Smuzhiyun 
302*4882a593Smuzhiyun     glamor_dash_loop(drawable, gc, prog, n + add_last, GL_LINE_STRIP);
303*4882a593Smuzhiyun 
304*4882a593Smuzhiyun     return TRUE;
305*4882a593Smuzhiyun }
306*4882a593Smuzhiyun 
307*4882a593Smuzhiyun static short *
glamor_add_segment(short * v,short x1,short y1,short x2,short y2,int dash_start,int dash_end)308*4882a593Smuzhiyun glamor_add_segment(short *v, short x1, short y1, short x2, short y2,
309*4882a593Smuzhiyun                    int dash_start, int dash_end)
310*4882a593Smuzhiyun {
311*4882a593Smuzhiyun     v[0] = x1;
312*4882a593Smuzhiyun     v[1] = y1;
313*4882a593Smuzhiyun     v[2] = dash_start;
314*4882a593Smuzhiyun 
315*4882a593Smuzhiyun     v[3] = x2;
316*4882a593Smuzhiyun     v[4] = y2;
317*4882a593Smuzhiyun     v[5] = dash_end;
318*4882a593Smuzhiyun     return v + 6;
319*4882a593Smuzhiyun }
320*4882a593Smuzhiyun 
321*4882a593Smuzhiyun Bool
glamor_poly_segment_dash_gl(DrawablePtr drawable,GCPtr gc,int nseg,xSegment * segs)322*4882a593Smuzhiyun glamor_poly_segment_dash_gl(DrawablePtr drawable, GCPtr gc,
323*4882a593Smuzhiyun                             int nseg, xSegment *segs)
324*4882a593Smuzhiyun {
325*4882a593Smuzhiyun     ScreenPtr screen = drawable->pScreen;
326*4882a593Smuzhiyun     glamor_program *prog;
327*4882a593Smuzhiyun     short *v;
328*4882a593Smuzhiyun     char *vbo_offset;
329*4882a593Smuzhiyun     int dash_start = gc->dashOffset;
330*4882a593Smuzhiyun     int add_last;
331*4882a593Smuzhiyun     int i;
332*4882a593Smuzhiyun 
333*4882a593Smuzhiyun     if (!(prog = glamor_dash_setup(drawable, gc)))
334*4882a593Smuzhiyun         return FALSE;
335*4882a593Smuzhiyun 
336*4882a593Smuzhiyun     add_last = 0;
337*4882a593Smuzhiyun     if (gc->capStyle != CapNotLast)
338*4882a593Smuzhiyun         add_last = 1;
339*4882a593Smuzhiyun 
340*4882a593Smuzhiyun     /* Set up the vertex buffers for the points */
341*4882a593Smuzhiyun 
342*4882a593Smuzhiyun     v = glamor_get_vbo_space(drawable->pScreen,
343*4882a593Smuzhiyun                              (nseg<<add_last) * 6 * sizeof (short),
344*4882a593Smuzhiyun                              &vbo_offset);
345*4882a593Smuzhiyun 
346*4882a593Smuzhiyun     glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
347*4882a593Smuzhiyun     glVertexAttribPointer(GLAMOR_VERTEX_POS, 3, GL_SHORT, GL_FALSE,
348*4882a593Smuzhiyun                           3 * sizeof (short), vbo_offset);
349*4882a593Smuzhiyun 
350*4882a593Smuzhiyun     for (i = 0; i < nseg; i++) {
351*4882a593Smuzhiyun         int dash_end = dash_start + glamor_line_length(segs[i].x1, segs[i].y1,
352*4882a593Smuzhiyun                                                        segs[i].x2, segs[i].y2);
353*4882a593Smuzhiyun         v = glamor_add_segment(v,
354*4882a593Smuzhiyun                                segs[i].x1, segs[i].y1,
355*4882a593Smuzhiyun                                segs[i].x2, segs[i].y2,
356*4882a593Smuzhiyun                                dash_start, dash_end);
357*4882a593Smuzhiyun         if (add_last)
358*4882a593Smuzhiyun             v = glamor_add_segment(v,
359*4882a593Smuzhiyun                                    segs[i].x2, segs[i].y2,
360*4882a593Smuzhiyun                                    segs[i].x2 + 1, segs[i].y2,
361*4882a593Smuzhiyun                                    dash_end, dash_end + 1);
362*4882a593Smuzhiyun     }
363*4882a593Smuzhiyun 
364*4882a593Smuzhiyun     glamor_put_vbo_space(screen);
365*4882a593Smuzhiyun 
366*4882a593Smuzhiyun     glamor_dash_loop(drawable, gc, prog, nseg << (1 + add_last), GL_LINES);
367*4882a593Smuzhiyun 
368*4882a593Smuzhiyun     return TRUE;
369*4882a593Smuzhiyun }
370