Use shader to generate the temp trapezoid mask
The old manner of trapezoid render uses pixman to
generate a mask pixmap and upload it to the GPU.
This effect the performance. We now use shader to
generate the temp trapezoid mask to avoid the
uploading of this pixmap.
We implement a anti-alias manner in the shader
according to pixman, which will caculate the area
inside the trapezoid dividing total area for every
pixel and assign it to the alpha value of that pixel.
The pixman use a int-to-fix manner to approximate but
the shader use float, so the result may have some
difference.
Because the array in the shader has optimization problem,
we need to emit the vertex of every trapezoid every
time, which will effect the performance a lot. Need to
improve it.
Signed-off-by: Junyan He <junyan.he@linux.intel.com>