compositor: Move surface repaint code to gles2-renderer.c
authorKristian Høgsberg <krh@bitplanet.net>
Thu, 6 Sep 2012 01:59:35 +0000 (21:59 -0400)
committerKristian Høgsberg <krh@bitplanet.net>
Fri, 7 Sep 2012 01:08:12 +0000 (21:08 -0400)
src/compositor.c
src/compositor.h
src/gles2-renderer.c

index c481083..ac78eda 100644 (file)
@@ -479,9 +479,9 @@ weston_surface_to_global_fixed(struct weston_surface *surface,
        *y = wl_fixed_from_double(yf);
 }
 
-static void
-surface_from_global_float(struct weston_surface *surface,
-                         GLfloat x, GLfloat y, GLfloat *sx, GLfloat *sy)
+WL_EXPORT void
+weston_surface_from_global_float(struct weston_surface *surface,
+                                GLfloat x, GLfloat y, GLfloat *sx, GLfloat *sy)
 {
        if (surface->transform.enabled) {
                struct weston_vector v = { { x, y, 0.0f, 1.0f } };
@@ -512,10 +512,10 @@ weston_surface_from_global_fixed(struct weston_surface *surface,
 {
        GLfloat sxf, syf;
 
-       surface_from_global_float(surface,
-                                 wl_fixed_to_double(x),
-                                 wl_fixed_to_double(y),
-                                 &sxf, &syf);
+       weston_surface_from_global_float(surface,
+                                        wl_fixed_to_double(x),
+                                        wl_fixed_to_double(y),
+                                        &sxf, &syf);
        *sx = wl_fixed_from_double(sxf);
        *sy = wl_fixed_from_double(syf);
 }
@@ -526,7 +526,7 @@ weston_surface_from_global(struct weston_surface *surface,
 {
        GLfloat sxf, syf;
 
-       surface_from_global_float(surface, x, y, &sxf, &syf);
+       weston_surface_from_global_float(surface, x, y, &sxf, &syf);
        *sx = floorf(sxf);
        *sy = floorf(syf);
 }
@@ -862,551 +862,6 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
 }
 
 
-#define max(a, b) (((a) > (b)) ? (a) : (b))
-#define min(a, b) (((a) > (b)) ? (b) : (a))
-#define clip(x, a, b)  min(max(x, a), b)
-#define sign(x)   ((x) >= 0)
-
-static int
-calculate_edges(struct weston_surface *es, pixman_box32_t *rect,
-               pixman_box32_t *surf_rect, GLfloat *ex, GLfloat *ey)
-{
-       int i, n = 0;
-       GLfloat min_x, max_x, min_y, max_y;
-       GLfloat x[4] = {
-                       surf_rect->x1, surf_rect->x2, surf_rect->x2, surf_rect->x1,
-       };
-       GLfloat y[4] = {
-                       surf_rect->y1, surf_rect->y1, surf_rect->y2, surf_rect->y2,
-       };
-       GLfloat cx1 = rect->x1;
-       GLfloat cx2 = rect->x2;
-       GLfloat cy1 = rect->y1;
-       GLfloat cy2 = rect->y2;
-
-       GLfloat dist_squared(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
-       {
-               GLfloat dx = (x1 - x2);
-               GLfloat dy = (y1 - y2);
-               return dx * dx + dy * dy;
-       }
-
-       void append_vertex(GLfloat x, GLfloat y)
-       {
-               /* don't emit duplicate vertices: */
-               if ((n > 0) && (ex[n-1] == x) && (ey[n-1] == y))
-                       return;
-               ex[n] = x;
-               ey[n] = y;
-               n++;
-       }
-
-       /* transform surface to screen space: */
-       for (i = 0; i < 4; i++)
-               weston_surface_to_global_float(es, x[i], y[i], &x[i], &y[i]);
-
-       /* find bounding box: */
-       min_x = max_x = x[0];
-       min_y = max_y = y[0];
-
-       for (i = 1; i < 4; i++) {
-               min_x = min(min_x, x[i]);
-               max_x = max(max_x, x[i]);
-               min_y = min(min_y, y[i]);
-               max_y = max(max_y, y[i]);
-       }
-
-       /* First, simple bounding box check to discard early transformed
-        * surface rects that do not intersect with the clip region:
-        */
-       if ((min_x > cx2) || (max_x < cx1) ||
-                       (min_y > cy2) || (max_y < cy1))
-               return 0;
-
-       /* Simple case, bounding box edges are parallel to surface edges,
-        * there will be only four edges.  We just need to clip the surface
-        * vertices to the clip rect bounds:
-        */
-       if (!es->transform.enabled) {
-               for (i = 0; i < 4; i++) {
-                       ex[n] = clip(x[i], cx1, cx2);
-                       ey[n] = clip(y[i], cy1, cy2);
-                       n++;
-               }
-               return 4;
-       }
-
-       /* Hard case, transformation applied.  We need to find the vertices
-        * of the shape that is the intersection of the clip rect and
-        * transformed surface.  This can be anything from 3 to 8 sides.
-        *
-        * Observation: all the resulting vertices will be the intersection
-        * points of the transformed surface and the clip rect, plus the
-        * vertices of the clip rect which are enclosed by the transformed
-        * surface and the vertices of the transformed surface which are
-        * enclosed by the clip rect.
-        *
-        * Observation: there will be zero, one, or two resulting vertices
-        * for each edge of the src rect.
-        *
-        * Loop over four edges of the transformed rect:
-        */
-       for (i = 0; i < 4; i++) {
-               GLfloat x1, y1, x2, y2;
-               int last_n = n;
-
-               x1 = x[i];
-               y1 = y[i];
-
-               /* if this vertex is contained in the clip rect, use it as-is: */
-               if ((cx1 <= x1) && (x1 <= cx2) &&
-                               (cy1 <= y1) && (y1 <= cy2))
-                       append_vertex(x1, y1);
-
-               /* for remaining, we consider the point as part of a line: */
-               x2 = x[(i+1) % 4];
-               y2 = y[(i+1) % 4];
-
-               if (x1 == x2) {
-                       append_vertex(clip(x1, cx1, cx2), clip(y1, cy1, cy2));
-                       append_vertex(clip(x2, cx1, cx2), clip(y2, cy1, cy2));
-               } else if (y1 == y2) {
-                       append_vertex(clip(x1, cx1, cx2), clip(y1, cy1, cy2));
-                       append_vertex(clip(x2, cx1, cx2), clip(y2, cy1, cy2));
-               } else {
-                       GLfloat m, c, p;
-                       GLfloat tx[2], ty[2];
-                       int tn = 0;
-
-                       int intersect_horiz(GLfloat y, GLfloat *p)
-                       {
-                               GLfloat x;
-
-                               /* if y does not lie between y1 and y2, no
-                                * intersection possible
-                                */
-                               if (sign(y-y1) == sign(y-y2))
-                                       return 0;
-
-                               x = (y - c) / m;
-
-                               /* if x does not lie between cx1 and cx2, no
-                                * intersection:
-                                */
-                               if (sign(x-cx1) == sign(x-cx2))
-                                       return 0;
-
-                               *p = x;
-                               return 1;
-                       }
-
-                       int intersect_vert(GLfloat x, GLfloat *p)
-                       {
-                               GLfloat y;
-
-                               if (sign(x-x1) == sign(x-x2))
-                                       return 0;
-
-                               y = m * x + c;
-
-                               if (sign(y-cy1) == sign(y-cy2))
-                                       return 0;
-
-                               *p = y;
-                               return 1;
-                       }
-
-                       /* y = mx + c */
-                       m = (y2 - y1) / (x2 - x1);
-                       c = y1 - m * x1;
-
-                       /* check for up to two intersections with the four edges
-                        * of the clip rect.  Note that we don't know the orientation
-                        * of the transformed surface wrt. the clip rect.  So if when
-                        * there are two intersection points, we need to put the one
-                        * closest to x1,y1 first:
-                        */
-
-                       /* check top clip rect edge: */
-                       if (intersect_horiz(cy1, &p)) {
-                               ty[tn] = cy1;
-                               tx[tn] = p;
-                               tn++;
-                       }
-
-                       /* check right clip rect edge: */
-                       if (intersect_vert(cx2, &p)) {
-                               ty[tn] = p;
-                               tx[tn] = cx2;
-                               tn++;
-                               if (tn == 2)
-                                       goto edge_check_done;
-                       }
-
-                       /* check bottom clip rect edge: */
-                       if (intersect_horiz(cy2, &p)) {
-                               ty[tn] = cy2;
-                               tx[tn] = p;
-                               tn++;
-                               if (tn == 2)
-                                       goto edge_check_done;
-                       }
-
-                       /* check left clip rect edge: */
-                       if (intersect_vert(cx1, &p)) {
-                               ty[tn] = p;
-                               tx[tn] = cx1;
-                               tn++;
-                       }
-
-edge_check_done:
-                       if (tn == 1) {
-                               append_vertex(tx[0], ty[0]);
-                       } else if (tn == 2) {
-                               if (dist_squared(x1, y1, tx[0], ty[0]) <
-                                               dist_squared(x1, y1, tx[1], ty[1])) {
-                                       append_vertex(tx[0], ty[0]);
-                                       append_vertex(tx[1], ty[1]);
-                               } else {
-                                       append_vertex(tx[1], ty[1]);
-                                       append_vertex(tx[0], ty[0]);
-                               }
-                       }
-
-                       if (n == last_n) {
-                               GLfloat best_x=0, best_y=0;
-                               uint32_t d, best_d = (unsigned int)-1; /* distance squared */
-                               uint32_t max_d = dist_squared(x2, y2,
-                                               x[(i+2) % 4], y[(i+2) % 4]);
-
-                               /* if there are no vertices on this line, it could be that
-                                * there is a vertex of the clip rect that is enclosed by
-                                * the transformed surface.  Find the vertex of the clip
-                                * rect that is reached by the shortest line perpendicular
-                                * to the current edge, if any.
-                                *
-                                * slope of perpendicular is 1/m, so
-                                *
-                                *   cy = -cx/m + c2
-                                *   c2 = cy + cx/m
-                                *
-                                */
-
-                               int perp_intersect(GLfloat cx, GLfloat cy, uint32_t *d)
-                               {
-                                       GLfloat c2 = cy + cx/m;
-                                       GLfloat x = (c2 - c) / (m + 1/m);
-
-                                       /* if the x position of the intersection of the
-                                        * perpendicular with the transformed edge does
-                                        * not lie within the bounds of the edge, then
-                                        * no intersection:
-                                        */
-                                       if (sign(x-x1) == sign(x-x2))
-                                               return 0;
-
-                                       *d = dist_squared(cx, cy, x, (m * x) + c);
-
-                                       /* if intersection distance is further away than
-                                        * opposite edge of surface region, it is invalid:
-                                        */
-                                       if (*d > max_d)
-                                               return 0;
-
-                                       return 1;
-                               }
-
-                               if (perp_intersect(cx1, cy1, &d)) {
-                                       best_x = cx1;
-                                       best_y = cy1;
-                                       best_d = d;
-                               }
-
-                               if (perp_intersect(cx1, cy2, &d) && (d < best_d)) {
-                                       best_x = cx1;
-                                       best_y = cy2;
-                                       best_d = d;
-                               }
-
-                               if (perp_intersect(cx2, cy2, &d) && (d < best_d)) {
-                                       best_x = cx2;
-                                       best_y = cy2;
-                                       best_d = d;
-                               }
-
-                               if (perp_intersect(cx2, cy1, &d) && (d < best_d)) {
-                                       best_x = cx2;
-                                       best_y = cy1;
-                                       best_d = d;
-                               }
-
-                               if (best_d != (unsigned int)-1)  // XXX can this happen?
-                                       append_vertex(best_x, best_y);
-                       }
-               }
-
-       }
-
-       return n;
-}
-
-static int
-texture_region(struct weston_surface *es, pixman_region32_t *region,
-               pixman_region32_t *surf_region)
-{
-       struct weston_compositor *ec = es->compositor;
-       GLfloat *v, inv_width, inv_height;
-       unsigned int *vtxcnt, nvtx = 0;
-       pixman_box32_t *rects, *surf_rects;
-       int i, j, k, nrects, nsurf;
-
-       rects = pixman_region32_rectangles(region, &nrects);
-       surf_rects = pixman_region32_rectangles(surf_region, &nsurf);
-
-       /* worst case we can have 8 vertices per rect (ie. clipped into
-        * an octagon):
-        */
-       v = wl_array_add(&ec->vertices, nrects * nsurf * 8 * 4 * sizeof *v);
-       vtxcnt = wl_array_add(&ec->vtxcnt, nrects * nsurf * sizeof *vtxcnt);
-
-       inv_width = 1.0 / es->pitch;
-       inv_height = 1.0 / es->geometry.height;
-
-       for (i = 0; i < nrects; i++) {
-               pixman_box32_t *rect = &rects[i];
-               for (j = 0; j < nsurf; j++) {
-                       pixman_box32_t *surf_rect = &surf_rects[j];
-                       GLfloat sx, sy;
-                       GLfloat ex[8], ey[8];          /* edge points in screen space */
-                       int n;
-
-                       /* The transformed surface, after clipping to the clip region,
-                        * can have as many as eight sides, emitted as a triangle-fan.
-                        * The first vertex in the triangle fan can be chosen arbitrarily,
-                        * since the area is guaranteed to be convex.
-                        *
-                        * If a corner of the transformed surface falls outside of the
-                        * clip region, instead of emitting one vertex for the corner
-                        * of the surface, up to two are emitted for two corresponding
-                        * intersection point(s) between the surface and the clip region.
-                        *
-                        * To do this, we first calculate the (up to eight) points that
-                        * form the intersection of the clip rect and the transformed
-                        * surface.
-                        */
-                       n = calculate_edges(es, rect, surf_rect, ex, ey);
-                       if (n < 3)
-                               continue;
-
-                       /* emit edge points: */
-                       for (k = 0; k < n; k++) {
-                               surface_from_global_float(es, ex[k], ey[k], &sx, &sy);
-                               /* position: */
-                               *(v++) = ex[k];
-                               *(v++) = ey[k];
-                               /* texcoord: */
-                               *(v++) = sx * inv_width;
-                               *(v++) = sy * inv_height;
-                       }
-
-                       vtxcnt[nvtx++] = n;
-               }
-       }
-
-       return nvtx;
-}
-
-static void
-triangle_fan_debug(struct weston_surface *surface, int first, int count)
-{
-       struct weston_compositor *compositor = surface->compositor;
-       int i;
-       GLushort *buffer;
-       GLushort *index;
-       int nelems;
-       static int color_idx = 0;
-       static const GLfloat color[][4] = {
-                       { 1.0, 0.0, 0.0, 1.0 },
-                       { 0.0, 1.0, 0.0, 1.0 },
-                       { 0.0, 0.0, 1.0, 1.0 },
-                       { 1.0, 1.0, 1.0, 1.0 },
-       };
-
-       nelems = (count - 1 + count - 2) * 2;
-
-       buffer = malloc(sizeof(GLushort) * nelems);
-       index = buffer;
-
-       for (i = 1; i < count; i++) {
-               *index++ = first;
-               *index++ = first + i;
-       }
-
-       for (i = 2; i < count; i++) {
-               *index++ = first + i - 1;
-               *index++ = first + i;
-       }
-
-       glUseProgram(compositor->solid_shader.program);
-       glUniform4fv(compositor->solid_shader.color_uniform, 1,
-                       color[color_idx++ % ARRAY_LENGTH(color)]);
-       glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
-       glUseProgram(compositor->current_shader->program);
-       free(buffer);
-}
-
-static void
-repaint_region(struct weston_surface *es, pixman_region32_t *region,
-               pixman_region32_t *surf_region)
-{
-       struct weston_compositor *ec = es->compositor;
-       GLfloat *v;
-       unsigned int *vtxcnt;
-       int i, first, nfans;
-
-       /* The final region to be painted is the intersection of
-        * 'region' and 'surf_region'. However, 'region' is in the global
-        * coordinates, and 'surf_region' is in the surface-local
-        * coordinates. texture_region() will iterate over all pairs of
-        * rectangles from both regions, compute the intersection
-        * polygon for each pair, and store it as a triangle fan if
-        * it has a non-zero area (at least 3 vertices, actually).
-        */
-       nfans = texture_region(es, region, surf_region);
-
-       v = ec->vertices.data;
-       vtxcnt = ec->vtxcnt.data;
-
-       /* position: */
-       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]);
-       glEnableVertexAttribArray(0);
-
-       /* texcoord: */
-       glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]);
-       glEnableVertexAttribArray(1);
-
-       for (i = 0, first = 0; i < nfans; i++) {
-               glDrawArrays(GL_TRIANGLE_FAN, first, vtxcnt[i]);
-               if (ec->fan_debug)
-                       triangle_fan_debug(es, first, vtxcnt[i]);
-               first += vtxcnt[i];
-       }
-
-       glDisableVertexAttribArray(1);
-       glDisableVertexAttribArray(0);
-
-       ec->vertices.size = 0;
-       ec->vtxcnt.size = 0;
-}
-
-static void
-weston_compositor_use_shader(struct weston_compositor *compositor,
-                            struct weston_shader *shader)
-{
-       if (compositor->current_shader == shader)
-               return;
-
-       glUseProgram(shader->program);
-       compositor->current_shader = shader;
-}
-
-static void
-weston_shader_uniforms(struct weston_shader *shader,
-                      struct weston_surface *surface,
-                      struct weston_output *output)
-{
-       int i;
-
-       glUniformMatrix4fv(shader->proj_uniform,
-                          1, GL_FALSE, output->matrix.d);
-       glUniform4fv(shader->color_uniform, 1, surface->color);
-       glUniform1f(shader->alpha_uniform, surface->alpha);
-
-       for (i = 0; i < surface->num_textures; i++)
-               glUniform1i(shader->tex_uniforms[i], i);
-}
-
-WL_EXPORT void
-weston_surface_draw(struct weston_surface *es, struct weston_output *output,
-                   pixman_region32_t *damage) /* in global coordinates */
-{
-       struct weston_compositor *ec = es->compositor;
-       /* repaint bounding region in global coordinates: */
-       pixman_region32_t repaint;
-       /* non-opaque region in surface coordinates: */
-       pixman_region32_t surface_blend;
-       GLint filter;
-       int i;
-
-       pixman_region32_init(&repaint);
-       pixman_region32_intersect(&repaint,
-                                 &es->transform.boundingbox, damage);
-       pixman_region32_subtract(&repaint, &repaint, &es->clip);
-
-       if (!pixman_region32_not_empty(&repaint))
-               goto out;
-
-       pixman_region32_subtract(&ec->primary_plane.damage,
-                                &ec->primary_plane.damage, &repaint);
-
-       glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
-
-       if (ec->fan_debug) {
-               weston_compositor_use_shader(ec, &ec->solid_shader);
-               weston_shader_uniforms(&ec->solid_shader, es, output);
-       }
-
-       weston_compositor_use_shader(ec, es->shader);
-       weston_shader_uniforms(es->shader, es, output);
-
-       if (es->transform.enabled || output->zoom.active)
-               filter = GL_LINEAR;
-       else
-               filter = GL_NEAREST;
-
-       for (i = 0; i < es->num_textures; i++) {
-               glActiveTexture(GL_TEXTURE0 + i);
-               glBindTexture(es->target, es->textures[i]);
-               glTexParameteri(es->target, GL_TEXTURE_MIN_FILTER, filter);
-               glTexParameteri(es->target, GL_TEXTURE_MAG_FILTER, filter);
-       }
-
-       /* blended region is whole surface minus opaque region: */
-       pixman_region32_init_rect(&surface_blend, 0, 0,
-                                 es->geometry.width, es->geometry.height);
-       pixman_region32_subtract(&surface_blend, &surface_blend, &es->opaque);
-
-       if (pixman_region32_not_empty(&es->opaque)) {
-               if (es->shader == &ec->texture_shader_rgba) {
-                       /* Special case for RGBA textures with possibly
-                        * bad data in alpha channel: use the shader
-                        * that forces texture alpha = 1.0.
-                        * Xwayland surfaces need this.
-                        */
-                       weston_compositor_use_shader(ec, &ec->texture_shader_rgbx);
-                       weston_shader_uniforms(&ec->texture_shader_rgbx, es, output);
-               }
-
-               if (es->alpha < 1.0)
-                       glEnable(GL_BLEND);
-               else
-                       glDisable(GL_BLEND);
-
-               repaint_region(es, &repaint, &es->opaque);
-       }
-
-       if (pixman_region32_not_empty(&surface_blend)) {
-               weston_compositor_use_shader(ec, es->shader);
-               glEnable(GL_BLEND);
-               repaint_region(es, &repaint, &surface_blend);
-       }
-
-       pixman_region32_fini(&surface_blend);
-
-out:
-       pixman_region32_fini(&repaint);
-}
-
 WL_EXPORT void
 weston_surface_restack(struct weston_surface *surface, struct wl_list *below)
 {
index 23eaeb3..c9cc492 100644 (file)
@@ -482,6 +482,9 @@ weston_surface_to_global_float(struct weston_surface *surface,
                               GLfloat sx, GLfloat sy, GLfloat *x, GLfloat *y);
 
 void
+weston_surface_from_global_float(struct weston_surface *surface,
+                                GLfloat x, GLfloat y, GLfloat *sx, GLfloat *sy);
+void
 weston_surface_from_global(struct weston_surface *surface,
                           int32_t x, int32_t y, int32_t *sx, int32_t *sy);
 void
@@ -501,10 +504,6 @@ void
 weston_surface_activate(struct weston_surface *surface,
                        struct weston_seat *seat);
 void
-weston_surface_draw(struct weston_surface *es,
-                   struct weston_output *output, pixman_region32_t *damage);
-
-void
 notify_motion(struct weston_seat *seat, uint32_t time,
              wl_fixed_t x, wl_fixed_t y);
 void
index e4598c9..14dcf64 100644 (file)
@@ -20,6 +20,8 @@
  * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
  */
 
+#include <stdlib.h>
+
 #include "compositor.h"
 
 static const char *
@@ -58,6 +60,551 @@ print_egl_error_state(void)
                egl_error_string(code), (long)code);
 }
 
+#define max(a, b) (((a) > (b)) ? (a) : (b))
+#define min(a, b) (((a) > (b)) ? (b) : (a))
+#define clip(x, a, b)  min(max(x, a), b)
+#define sign(x)   ((x) >= 0)
+
+static int
+calculate_edges(struct weston_surface *es, pixman_box32_t *rect,
+               pixman_box32_t *surf_rect, GLfloat *ex, GLfloat *ey)
+{
+       int i, n = 0;
+       GLfloat min_x, max_x, min_y, max_y;
+       GLfloat x[4] = {
+                       surf_rect->x1, surf_rect->x2, surf_rect->x2, surf_rect->x1,
+       };
+       GLfloat y[4] = {
+                       surf_rect->y1, surf_rect->y1, surf_rect->y2, surf_rect->y2,
+       };
+       GLfloat cx1 = rect->x1;
+       GLfloat cx2 = rect->x2;
+       GLfloat cy1 = rect->y1;
+       GLfloat cy2 = rect->y2;
+
+       GLfloat dist_squared(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
+       {
+               GLfloat dx = (x1 - x2);
+               GLfloat dy = (y1 - y2);
+               return dx * dx + dy * dy;
+       }
+
+       void append_vertex(GLfloat x, GLfloat y)
+       {
+               /* don't emit duplicate vertices: */
+               if ((n > 0) && (ex[n-1] == x) && (ey[n-1] == y))
+                       return;
+               ex[n] = x;
+               ey[n] = y;
+               n++;
+       }
+
+       /* transform surface to screen space: */
+       for (i = 0; i < 4; i++)
+               weston_surface_to_global_float(es, x[i], y[i], &x[i], &y[i]);
+
+       /* find bounding box: */
+       min_x = max_x = x[0];
+       min_y = max_y = y[0];
+
+       for (i = 1; i < 4; i++) {
+               min_x = min(min_x, x[i]);
+               max_x = max(max_x, x[i]);
+               min_y = min(min_y, y[i]);
+               max_y = max(max_y, y[i]);
+       }
+
+       /* First, simple bounding box check to discard early transformed
+        * surface rects that do not intersect with the clip region:
+        */
+       if ((min_x > cx2) || (max_x < cx1) ||
+                       (min_y > cy2) || (max_y < cy1))
+               return 0;
+
+       /* Simple case, bounding box edges are parallel to surface edges,
+        * there will be only four edges.  We just need to clip the surface
+        * vertices to the clip rect bounds:
+        */
+       if (!es->transform.enabled) {
+               for (i = 0; i < 4; i++) {
+                       ex[n] = clip(x[i], cx1, cx2);
+                       ey[n] = clip(y[i], cy1, cy2);
+                       n++;
+               }
+               return 4;
+       }
+
+       /* Hard case, transformation applied.  We need to find the vertices
+        * of the shape that is the intersection of the clip rect and
+        * transformed surface.  This can be anything from 3 to 8 sides.
+        *
+        * Observation: all the resulting vertices will be the intersection
+        * points of the transformed surface and the clip rect, plus the
+        * vertices of the clip rect which are enclosed by the transformed
+        * surface and the vertices of the transformed surface which are
+        * enclosed by the clip rect.
+        *
+        * Observation: there will be zero, one, or two resulting vertices
+        * for each edge of the src rect.
+        *
+        * Loop over four edges of the transformed rect:
+        */
+       for (i = 0; i < 4; i++) {
+               GLfloat x1, y1, x2, y2;
+               int last_n = n;
+
+               x1 = x[i];
+               y1 = y[i];
+
+               /* if this vertex is contained in the clip rect, use it as-is: */
+               if ((cx1 <= x1) && (x1 <= cx2) &&
+                               (cy1 <= y1) && (y1 <= cy2))
+                       append_vertex(x1, y1);
+
+               /* for remaining, we consider the point as part of a line: */
+               x2 = x[(i+1) % 4];
+               y2 = y[(i+1) % 4];
+
+               if (x1 == x2) {
+                       append_vertex(clip(x1, cx1, cx2), clip(y1, cy1, cy2));
+                       append_vertex(clip(x2, cx1, cx2), clip(y2, cy1, cy2));
+               } else if (y1 == y2) {
+                       append_vertex(clip(x1, cx1, cx2), clip(y1, cy1, cy2));
+                       append_vertex(clip(x2, cx1, cx2), clip(y2, cy1, cy2));
+               } else {
+                       GLfloat m, c, p;
+                       GLfloat tx[2], ty[2];
+                       int tn = 0;
+
+                       int intersect_horiz(GLfloat y, GLfloat *p)
+                       {
+                               GLfloat x;
+
+                               /* if y does not lie between y1 and y2, no
+                                * intersection possible
+                                */
+                               if (sign(y-y1) == sign(y-y2))
+                                       return 0;
+
+                               x = (y - c) / m;
+
+                               /* if x does not lie between cx1 and cx2, no
+                                * intersection:
+                                */
+                               if (sign(x-cx1) == sign(x-cx2))
+                                       return 0;
+
+                               *p = x;
+                               return 1;
+                       }
+
+                       int intersect_vert(GLfloat x, GLfloat *p)
+                       {
+                               GLfloat y;
+
+                               if (sign(x-x1) == sign(x-x2))
+                                       return 0;
+
+                               y = m * x + c;
+
+                               if (sign(y-cy1) == sign(y-cy2))
+                                       return 0;
+
+                               *p = y;
+                               return 1;
+                       }
+
+                       /* y = mx + c */
+                       m = (y2 - y1) / (x2 - x1);
+                       c = y1 - m * x1;
+
+                       /* check for up to two intersections with the four edges
+                        * of the clip rect.  Note that we don't know the orientation
+                        * of the transformed surface wrt. the clip rect.  So if when
+                        * there are two intersection points, we need to put the one
+                        * closest to x1,y1 first:
+                        */
+
+                       /* check top clip rect edge: */
+                       if (intersect_horiz(cy1, &p)) {
+                               ty[tn] = cy1;
+                               tx[tn] = p;
+                               tn++;
+                       }
+
+                       /* check right clip rect edge: */
+                       if (intersect_vert(cx2, &p)) {
+                               ty[tn] = p;
+                               tx[tn] = cx2;
+                               tn++;
+                               if (tn == 2)
+                                       goto edge_check_done;
+                       }
+
+                       /* check bottom clip rect edge: */
+                       if (intersect_horiz(cy2, &p)) {
+                               ty[tn] = cy2;
+                               tx[tn] = p;
+                               tn++;
+                               if (tn == 2)
+                                       goto edge_check_done;
+                       }
+
+                       /* check left clip rect edge: */
+                       if (intersect_vert(cx1, &p)) {
+                               ty[tn] = p;
+                               tx[tn] = cx1;
+                               tn++;
+                       }
+
+edge_check_done:
+                       if (tn == 1) {
+                               append_vertex(tx[0], ty[0]);
+                       } else if (tn == 2) {
+                               if (dist_squared(x1, y1, tx[0], ty[0]) <
+                                               dist_squared(x1, y1, tx[1], ty[1])) {
+                                       append_vertex(tx[0], ty[0]);
+                                       append_vertex(tx[1], ty[1]);
+                               } else {
+                                       append_vertex(tx[1], ty[1]);
+                                       append_vertex(tx[0], ty[0]);
+                               }
+                       }
+
+                       if (n == last_n) {
+                               GLfloat best_x=0, best_y=0;
+                               uint32_t d, best_d = (unsigned int)-1; /* distance squared */
+                               uint32_t max_d = dist_squared(x2, y2,
+                                               x[(i+2) % 4], y[(i+2) % 4]);
+
+                               /* if there are no vertices on this line, it could be that
+                                * there is a vertex of the clip rect that is enclosed by
+                                * the transformed surface.  Find the vertex of the clip
+                                * rect that is reached by the shortest line perpendicular
+                                * to the current edge, if any.
+                                *
+                                * slope of perpendicular is 1/m, so
+                                *
+                                *   cy = -cx/m + c2
+                                *   c2 = cy + cx/m
+                                *
+                                */
+
+                               int perp_intersect(GLfloat cx, GLfloat cy, uint32_t *d)
+                               {
+                                       GLfloat c2 = cy + cx/m;
+                                       GLfloat x = (c2 - c) / (m + 1/m);
+
+                                       /* if the x position of the intersection of the
+                                        * perpendicular with the transformed edge does
+                                        * not lie within the bounds of the edge, then
+                                        * no intersection:
+                                        */
+                                       if (sign(x-x1) == sign(x-x2))
+                                               return 0;
+
+                                       *d = dist_squared(cx, cy, x, (m * x) + c);
+
+                                       /* if intersection distance is further away than
+                                        * opposite edge of surface region, it is invalid:
+                                        */
+                                       if (*d > max_d)
+                                               return 0;
+
+                                       return 1;
+                               }
+
+                               if (perp_intersect(cx1, cy1, &d)) {
+                                       best_x = cx1;
+                                       best_y = cy1;
+                                       best_d = d;
+                               }
+
+                               if (perp_intersect(cx1, cy2, &d) && (d < best_d)) {
+                                       best_x = cx1;
+                                       best_y = cy2;
+                                       best_d = d;
+                               }
+
+                               if (perp_intersect(cx2, cy2, &d) && (d < best_d)) {
+                                       best_x = cx2;
+                                       best_y = cy2;
+                                       best_d = d;
+                               }
+
+                               if (perp_intersect(cx2, cy1, &d) && (d < best_d)) {
+                                       best_x = cx2;
+                                       best_y = cy1;
+                                       best_d = d;
+                               }
+
+                               if (best_d != (unsigned int)-1)  // XXX can this happen?
+                                       append_vertex(best_x, best_y);
+                       }
+               }
+
+       }
+
+       return n;
+}
+
+static int
+texture_region(struct weston_surface *es, pixman_region32_t *region,
+               pixman_region32_t *surf_region)
+{
+       struct weston_compositor *ec = es->compositor;
+       GLfloat *v, inv_width, inv_height;
+       unsigned int *vtxcnt, nvtx = 0;
+       pixman_box32_t *rects, *surf_rects;
+       int i, j, k, nrects, nsurf;
+
+       rects = pixman_region32_rectangles(region, &nrects);
+       surf_rects = pixman_region32_rectangles(surf_region, &nsurf);
+
+       /* worst case we can have 8 vertices per rect (ie. clipped into
+        * an octagon):
+        */
+       v = wl_array_add(&ec->vertices, nrects * nsurf * 8 * 4 * sizeof *v);
+       vtxcnt = wl_array_add(&ec->vtxcnt, nrects * nsurf * sizeof *vtxcnt);
+
+       inv_width = 1.0 / es->pitch;
+       inv_height = 1.0 / es->geometry.height;
+
+       for (i = 0; i < nrects; i++) {
+               pixman_box32_t *rect = &rects[i];
+               for (j = 0; j < nsurf; j++) {
+                       pixman_box32_t *surf_rect = &surf_rects[j];
+                       GLfloat sx, sy;
+                       GLfloat ex[8], ey[8];          /* edge points in screen space */
+                       int n;
+
+                       /* The transformed surface, after clipping to the clip region,
+                        * can have as many as eight sides, emitted as a triangle-fan.
+                        * The first vertex in the triangle fan can be chosen arbitrarily,
+                        * since the area is guaranteed to be convex.
+                        *
+                        * If a corner of the transformed surface falls outside of the
+                        * clip region, instead of emitting one vertex for the corner
+                        * of the surface, up to two are emitted for two corresponding
+                        * intersection point(s) between the surface and the clip region.
+                        *
+                        * To do this, we first calculate the (up to eight) points that
+                        * form the intersection of the clip rect and the transformed
+                        * surface.
+                        */
+                       n = calculate_edges(es, rect, surf_rect, ex, ey);
+                       if (n < 3)
+                               continue;
+
+                       /* emit edge points: */
+                       for (k = 0; k < n; k++) {
+                               weston_surface_from_global_float(es, ex[k], ey[k], &sx, &sy);
+                               /* position: */
+                               *(v++) = ex[k];
+                               *(v++) = ey[k];
+                               /* texcoord: */
+                               *(v++) = sx * inv_width;
+                               *(v++) = sy * inv_height;
+                       }
+
+                       vtxcnt[nvtx++] = n;
+               }
+       }
+
+       return nvtx;
+}
+
+static void
+triangle_fan_debug(struct weston_surface *surface, int first, int count)
+{
+       struct weston_compositor *compositor = surface->compositor;
+       int i;
+       GLushort *buffer;
+       GLushort *index;
+       int nelems;
+       static int color_idx = 0;
+       static const GLfloat color[][4] = {
+                       { 1.0, 0.0, 0.0, 1.0 },
+                       { 0.0, 1.0, 0.0, 1.0 },
+                       { 0.0, 0.0, 1.0, 1.0 },
+                       { 1.0, 1.0, 1.0, 1.0 },
+       };
+
+       nelems = (count - 1 + count - 2) * 2;
+
+       buffer = malloc(sizeof(GLushort) * nelems);
+       index = buffer;
+
+       for (i = 1; i < count; i++) {
+               *index++ = first;
+               *index++ = first + i;
+       }
+
+       for (i = 2; i < count; i++) {
+               *index++ = first + i - 1;
+               *index++ = first + i;
+       }
+
+       glUseProgram(compositor->solid_shader.program);
+       glUniform4fv(compositor->solid_shader.color_uniform, 1,
+                       color[color_idx++ % ARRAY_LENGTH(color)]);
+       glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
+       glUseProgram(compositor->current_shader->program);
+       free(buffer);
+}
+
+static void
+repaint_region(struct weston_surface *es, pixman_region32_t *region,
+               pixman_region32_t *surf_region)
+{
+       struct weston_compositor *ec = es->compositor;
+       GLfloat *v;
+       unsigned int *vtxcnt;
+       int i, first, nfans;
+
+       /* The final region to be painted is the intersection of
+        * 'region' and 'surf_region'. However, 'region' is in the global
+        * coordinates, and 'surf_region' is in the surface-local
+        * coordinates. texture_region() will iterate over all pairs of
+        * rectangles from both regions, compute the intersection
+        * polygon for each pair, and store it as a triangle fan if
+        * it has a non-zero area (at least 3 vertices, actually).
+        */
+       nfans = texture_region(es, region, surf_region);
+
+       v = ec->vertices.data;
+       vtxcnt = ec->vtxcnt.data;
+
+       /* position: */
+       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]);
+       glEnableVertexAttribArray(0);
+
+       /* texcoord: */
+       glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]);
+       glEnableVertexAttribArray(1);
+
+       for (i = 0, first = 0; i < nfans; i++) {
+               glDrawArrays(GL_TRIANGLE_FAN, first, vtxcnt[i]);
+               if (ec->fan_debug)
+                       triangle_fan_debug(es, first, vtxcnt[i]);
+               first += vtxcnt[i];
+       }
+
+       glDisableVertexAttribArray(1);
+       glDisableVertexAttribArray(0);
+
+       ec->vertices.size = 0;
+       ec->vtxcnt.size = 0;
+}
+
+static void
+weston_compositor_use_shader(struct weston_compositor *compositor,
+                            struct weston_shader *shader)
+{
+       if (compositor->current_shader == shader)
+               return;
+
+       glUseProgram(shader->program);
+       compositor->current_shader = shader;
+}
+
+static void
+weston_shader_uniforms(struct weston_shader *shader,
+                      struct weston_surface *surface,
+                      struct weston_output *output)
+{
+       int i;
+
+       glUniformMatrix4fv(shader->proj_uniform,
+                          1, GL_FALSE, output->matrix.d);
+       glUniform4fv(shader->color_uniform, 1, surface->color);
+       glUniform1f(shader->alpha_uniform, surface->alpha);
+
+       for (i = 0; i < surface->num_textures; i++)
+               glUniform1i(shader->tex_uniforms[i], i);
+}
+
+static void
+draw_surface(struct weston_surface *es, struct weston_output *output,
+            pixman_region32_t *damage) /* in global coordinates */
+{
+       struct weston_compositor *ec = es->compositor;
+       /* repaint bounding region in global coordinates: */
+       pixman_region32_t repaint;
+       /* non-opaque region in surface coordinates: */
+       pixman_region32_t surface_blend;
+       GLint filter;
+       int i;
+
+       pixman_region32_init(&repaint);
+       pixman_region32_intersect(&repaint,
+                                 &es->transform.boundingbox, damage);
+       pixman_region32_subtract(&repaint, &repaint, &es->clip);
+
+       if (!pixman_region32_not_empty(&repaint))
+               goto out;
+
+       pixman_region32_subtract(&ec->primary_plane.damage,
+                                &ec->primary_plane.damage, &repaint);
+
+       glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+       if (ec->fan_debug) {
+               weston_compositor_use_shader(ec, &ec->solid_shader);
+               weston_shader_uniforms(&ec->solid_shader, es, output);
+       }
+
+       weston_compositor_use_shader(ec, es->shader);
+       weston_shader_uniforms(es->shader, es, output);
+
+       if (es->transform.enabled || output->zoom.active)
+               filter = GL_LINEAR;
+       else
+               filter = GL_NEAREST;
+
+       for (i = 0; i < es->num_textures; i++) {
+               glActiveTexture(GL_TEXTURE0 + i);
+               glBindTexture(es->target, es->textures[i]);
+               glTexParameteri(es->target, GL_TEXTURE_MIN_FILTER, filter);
+               glTexParameteri(es->target, GL_TEXTURE_MAG_FILTER, filter);
+       }
+
+       /* blended region is whole surface minus opaque region: */
+       pixman_region32_init_rect(&surface_blend, 0, 0,
+                                 es->geometry.width, es->geometry.height);
+       pixman_region32_subtract(&surface_blend, &surface_blend, &es->opaque);
+
+       if (pixman_region32_not_empty(&es->opaque)) {
+               if (es->shader == &ec->texture_shader_rgba) {
+                       /* Special case for RGBA textures with possibly
+                        * bad data in alpha channel: use the shader
+                        * that forces texture alpha = 1.0.
+                        * Xwayland surfaces need this.
+                        */
+                       weston_compositor_use_shader(ec, &ec->texture_shader_rgbx);
+                       weston_shader_uniforms(&ec->texture_shader_rgbx, es, output);
+               }
+
+               if (es->alpha < 1.0)
+                       glEnable(GL_BLEND);
+               else
+                       glDisable(GL_BLEND);
+
+               repaint_region(es, &repaint, &es->opaque);
+       }
+
+       if (pixman_region32_not_empty(&surface_blend)) {
+               weston_compositor_use_shader(ec, es->shader);
+               glEnable(GL_BLEND);
+               repaint_region(es, &repaint, &surface_blend);
+       }
+
+       pixman_region32_fini(&surface_blend);
+
+out:
+       pixman_region32_fini(&repaint);
+}
+
 static void
 repaint_surfaces(struct weston_output *output, pixman_region32_t *damage)
 {
@@ -66,7 +613,7 @@ repaint_surfaces(struct weston_output *output, pixman_region32_t *damage)
 
        wl_list_for_each_reverse(surface, &compositor->surface_list, link)
                if (surface->plane == &compositor->primary_plane)
-                       weston_surface_draw(surface, output, damage);
+                       draw_surface(surface, output, damage);
 }
 
 WL_EXPORT void