/*
 * Copyright © 2005 Novell, Inc.
 * Copyright © 2011 Linaro, Ltd.
 *
 * Permission to use, copy, modify, distribute, and sell this software
 * and its documentation for any purpose is hereby granted without
 * fee, provided that the above copyright notice appear in all copies
 * and that both that copyright notice and this permission notice
 * appear in supporting documentation, and that the name of
 * Novell, Inc. not be used in advertising or publicity pertaining to
 * distribution of the software without specific, written prior permission.
 * Novell, Inc. makes no representations about the suitability of this
 * software for any purpose. It is provided "as is" without express or
 * implied warranty.
 *
 * NOVELL, INC. DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
 * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN
 * NO EVENT SHALL NOVELL, INC. BE LIABLE FOR ANY SPECIAL, INDIRECT OR
 * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT,
 * NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION
 * WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
 *
 * Authors: David Reveman <davidr@novell.com>
 *          Travis Watkins <travis.watkins@linaro.org>
 */

#include "privates.h"

#include <set>
#include <stdlib.h>
#include <string.h>
#include <math.h>

#include <boost/foreach.hpp>
#include <boost/scoped_array.hpp>
#define foreach BOOST_FOREACH

#include <opengl/opengl.h>

#include "privates.h"
#include "fsregion/fsregion.h"

#define DEG2RAD (M_PI / 180.0f)

using namespace compiz::opengl;

GLScreenPaintAttrib defaultScreenPaintAttrib = {
    0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -DEFAULT_Z_CAMERA
};

GLWindowPaintAttrib GLWindow::defaultPaintAttrib = {
    OPAQUE, BRIGHT, COLOR, 1.0f, 1.0f, 0.0f, 0.0f
};

void
GLScreen::glApplyTransform (const GLScreenPaintAttrib &sAttrib,
			    CompOutput                *output,
			    GLMatrix                  *transform)
{
    WRAPABLE_HND_FUNCTN (glApplyTransform, sAttrib, output, transform)

    transform->translate (sAttrib.xTranslate,
			  sAttrib.yTranslate,
			  sAttrib.zTranslate + sAttrib.zCamera);
    transform->rotate (sAttrib.xRotate, 0.0f, 1.0f, 0.0f);
    transform->rotate (sAttrib.vRotate,
		       cosf (sAttrib.xRotate * DEG2RAD),
		       0.0f,
		       sinf (sAttrib.xRotate * DEG2RAD));
    transform->rotate (sAttrib.yRotate, 0.0f, 1.0f, 0.0f);
}

void
PrivateGLScreen::paintBackground (const GLMatrix   &transform,
                                  const CompRegion &region,
				  bool             transformed)
{
    GLVertexBuffer *streamingBuffer = GLVertexBuffer::streamingBuffer ();
    GLfloat         vertexData[18];
    GLushort        colorData[4];

    BoxPtr    pBox = const_cast <Region> (region.handle ())->rects;
    int	      n, nBox = const_cast <Region> (region.handle ())->numRects;

    if (!nBox)
	return;

    if (screen->desktopWindowCount ())
    {
	if (!backgroundTextures.empty ())
	{
	    backgroundTextures.clear ();
	}

	backgroundLoaded = false;

	return;
    }
    else
    {
	if (!backgroundLoaded)
	    updateScreenBackground ();

	backgroundLoaded = true;
    }

    if (backgroundTextures.empty ())
    {
	streamingBuffer->begin (GL_TRIANGLES);
	n = nBox;

	while (n--)
	{
	    vertexData[0]  = pBox->x1;
	    vertexData[1]  = pBox->y1;
	    vertexData[2]  = 0.0f;
	    vertexData[3]  = pBox->x1;
	    vertexData[4]  = pBox->y2;
	    vertexData[5]  = 0.0f;
	    vertexData[6]  = pBox->x2;
	    vertexData[7]  = pBox->y1;
	    vertexData[8]  = 0.0f;
	    vertexData[9]  = pBox->x1;
	    vertexData[10] = pBox->y2;
	    vertexData[11] = 0.0f;
	    vertexData[12] = pBox->x2;
	    vertexData[13] = pBox->y2;
	    vertexData[14] = 0.0f;

	    vertexData[15] = pBox->x2;
	    vertexData[16] = pBox->y1;
	    vertexData[17] = 0.0f;

	    streamingBuffer->addVertices (6, vertexData);

	    pBox++;
	}

	colorData[0] = colorData[1] = colorData[2] = 0;
	colorData[3] = std::numeric_limits <unsigned short>::max ();
	streamingBuffer->addColors (1, colorData);

	streamingBuffer->end ();
	streamingBuffer->render (transform);
    }
    else
    {
	n = nBox;

	for (unsigned int i = 0; i < backgroundTextures.size (); i++)
	{
	    GLfloat textureData[12];
	    GLTexture *bg = backgroundTextures[i];
	    CompRegion r = region & *bg;

	    pBox = const_cast <Region> (r.handle ())->rects;
	    nBox = const_cast <Region> (r.handle ())->numRects;
	    n = nBox;

	    streamingBuffer->begin (GL_TRIANGLES);

	    while (n--)
	    {
		GLfloat tx1 = COMP_TEX_COORD_X (bg->matrix (), pBox->x1);
		GLfloat tx2 = COMP_TEX_COORD_X (bg->matrix (), pBox->x2);
		GLfloat ty1 = COMP_TEX_COORD_Y (bg->matrix (), pBox->y1);
		GLfloat ty2 = COMP_TEX_COORD_Y (bg->matrix (), pBox->y2);

		vertexData[0]  = pBox->x1;
		vertexData[1]  = pBox->y1;
		vertexData[2]  = 0.0f;
		vertexData[3]  = pBox->x1;
		vertexData[4]  = pBox->y2;
		vertexData[5]  = 0.0f;
		vertexData[6]  = pBox->x2;
		vertexData[7]  = pBox->y1;
		vertexData[8]  = 0.0f;
		vertexData[9]  = pBox->x1;
		vertexData[10] = pBox->y2;
		vertexData[11] = 0.0f;
		vertexData[12] = pBox->x2;
		vertexData[13] = pBox->y2;
		vertexData[14] = 0.0f;

		vertexData[15] = pBox->x2;
		vertexData[16] = pBox->y1;
		vertexData[17] = 0.0f;

		textureData[0]  = tx1;
		textureData[1]  = ty1;

		textureData[2]  = tx1;
		textureData[3]  = ty2;

		textureData[4]  = tx2;
		textureData[5]  = ty1;

		textureData[6]  = tx1;
		textureData[7]  = ty2;

		textureData[8]  = tx2;
		textureData[9]  = ty2;

		textureData[10] = tx2;
		textureData[11] = ty1;

		streamingBuffer->addVertices (6, vertexData);
		streamingBuffer->addTexCoords (0, 6, textureData);

		pBox++;
	    }

	    streamingBuffer->end ();

	    if (bg->name ())
	    {
		if (transformed)
		    bg->enable (GLTexture::Good);
		else
		    bg->enable (GLTexture::Fast);

		streamingBuffer->render (transform);

		bg->disable ();
	    }
	}
    }
}


/* This function currently always performs occlusion detection to
   minimize paint regions. OpenGL precision requirements are no good
   enough to guarantee that the results from using occlusion detection
   is the same as without. It's likely not possible to see any
   difference with most hardware but occlusion detection in the
   transformed screen case should be made optional for those who do
   see a difference. */
void
PrivateGLScreen::paintOutputRegion (const GLMatrix   &transform,
				    const CompRegion &region,
				    CompOutput       *output,
				    unsigned int     mask)
{
    CompRegion    tmpRegion (region);
    CompWindow    *w;
    GLWindow      *gw;
    int           windowMask, odMask;
    bool          status, unredirectFS;
    bool          withOffset = false;
    GLMatrix      vTransform;
    CompPoint     offXY;
    std::set<CompWindow*> unredirected;

    CompWindowList                   pl;
    CompWindowList::reverse_iterator rit;

    unredirectFS = CompositeScreen::get (screen)->
	getOption ("unredirect_fullscreen_windows")->value ().b ();

    const CompMatch &unredirectable = CompositeScreen::get (screen)->
	getOption ("unredirect_match")->value ().match ();

    const CompString &blacklist =
	optionGetUnredirectDriverBlacklist ();

    bool blacklisted = driverIsBlacklisted (blacklist.c_str ());

    if (mask & PAINT_SCREEN_TRANSFORMED_MASK)
    {
	windowMask     = PAINT_WINDOW_ON_TRANSFORMED_SCREEN_MASK;
    }
    else
    {
	windowMask     = 0;
    }

    /*
     * We need to COPY the PaintList for now because there seem to be some
     * odd cases where the master list might change during the below loops.
     * (LP: #958540)
     */
    pl = cScreen->getWindowPaintList ();

    if (!(mask & PAINT_SCREEN_NO_OCCLUSION_DETECTION_MASK))
    {
	FullscreenRegion fs (*output, screen->region ());

	/* detect occlusions */
	for (rit = pl.rbegin (); rit != pl.rend (); ++rit)
	{
	    w = (*rit);
	    gw = GLWindow::get (w);

	    if (w->destroyed ())
		continue;

	    if (!w->shaded ())
	    {
		/* Non-damaged windows don't have valid pixmap
		 * contents and we aren't displaying them yet
		 * so don't factor them into occlusion detection */
		if (!gw->priv->cWindow->damaged ())
		{
		    gw->priv->clip = region;
		    continue;
		}
		if (!w->isViewable ())
		    continue;
	    }

	    /* copy region */
	    gw->priv->clip = tmpRegion;

	    odMask = PAINT_WINDOW_OCCLUSION_DETECTION_MASK;

	    if ((cScreen->windowPaintOffset ().x () != 0 ||
		 cScreen->windowPaintOffset ().y () != 0) &&
		!w->onAllViewports ())
	    {
		withOffset = true;

		offXY = w->getMovementForOffset (cScreen->windowPaintOffset ());

		vTransform = transform;
		vTransform.translate (offXY.x (), offXY.y (), 0);

		gw->priv->clip.translate (-offXY.x (), -offXY. y ());

		odMask |= PAINT_WINDOW_WITH_OFFSET_MASK;
		status = gw->glPaint (gw->paintAttrib (), vTransform,
				      tmpRegion, odMask);
	    }
	    else
	    {
		withOffset = false;
		status = gw->glPaint (gw->paintAttrib (), transform, tmpRegion,
				      odMask);
	    }

	    if (status)
	    {
		if (withOffset)
		{
		    tmpRegion -= w->region ().translated (offXY);
		}
		else
		    tmpRegion -= w->region ();
	    }

	    FullscreenRegion::WinFlags flags = 0;
	    if (w->type () & CompWindowTypeDesktopMask)
	        flags |= FullscreenRegion::Desktop;
	    if (w->alpha ())
		flags |= FullscreenRegion::Alpha;
	    
	    /* Anything which was not occlusion detected is not a suitable
	     * candidate for unredirection either */
	    if (!status)
		flags |= FullscreenRegion::NoOcclusionDetection;

	    CompositeWindow *cw = CompositeWindow::get (w);

	    /*
	     * Windows with alpha channels can partially occlude windows
	     * beneath them and so neither should be unredirected in that case.
	     *
	     * Performance note:  unredirectable.evaluate is SLOW because it
	     * involves regex matching. Too slow to do on every window for
	     * every frame. So we only call it if a window is redirected AND
	     * potentially needs unredirecting. This means changes to
	     * unredirect_match while a window is unredirected already may not
	     * take effect until it is un-fullscreened again. But that's better
	     * than the high price of regex matching on every frame.
	     */
	    if (unredirectFS &&
		!blacklisted &&
		!(mask & PAINT_SCREEN_TRANSFORMED_MASK) &&
		!(mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_MASK) &&
		fs.isCoveredBy (w->region (), flags) &&
		(!cw->redirected () || unredirectable.evaluate (w)))
	    {
		unredirected.insert (w);
	    }
	    else
	    {
		if (!cw->redirected ())
		{
		    if (fs.allowRedirection (w->region ()))
		    {
			// 1. GLWindow::release to force gw->priv->needsRebind
			gw->release ();

			// 2. GLWindow::bind, which redirects the window,
			//    rebinds the pixmap, and then rebinds the pixmap
			//    to a texture.
			gw->bind ();

			// 3. Your window is now redirected again with the
			//    latest pixmap contents.
		    }
		    else
		    {
			unredirected.insert (w);
		    }
		}
	    }
	}
    }

    /* Unredirect any redirected fullscreen windows */
    foreach (CompWindow *fullscreenWindow, unredirected)
	CompositeWindow::get (fullscreenWindow)->unredirect ();

    if (!(mask & PAINT_SCREEN_NO_BACKGROUND_MASK))
	paintBackground (transform,
	                 tmpRegion,
	                 (mask & PAINT_SCREEN_TRANSFORMED_MASK));

    /* paint all windows from bottom to top */
    foreach (w, pl)
    {
	if (w->destroyed ())
	    continue;

	gw = GLWindow::get (w);

	/* Release any queued ConfigureWindow requests now */
	gw->priv->configureLock->release ();

	if (unredirected.find (w) != unredirected.end ())
	    continue;

	if (!w->shaded ())
	{
	    if (!w->isViewable ())
		continue;
	}

	const CompRegion &clip =
	    (!(mask & PAINT_SCREEN_NO_OCCLUSION_DETECTION_MASK)) ?
	    gw->clip () : region;

	if ((cScreen->windowPaintOffset ().x () != 0 ||
	     cScreen->windowPaintOffset ().y () != 0) &&
	    !w->onAllViewports ())
	{
	    offXY = w->getMovementForOffset (cScreen->windowPaintOffset ());

	    vTransform = transform;
	    vTransform.translate (offXY.x (), offXY.y (), 0);
	    gw->glPaint (gw->paintAttrib (), vTransform, clip,
		         windowMask | PAINT_WINDOW_WITH_OFFSET_MASK);
	}
	else
	{
	    gw->glPaint (gw->paintAttrib (), transform, clip, windowMask);
	}
    }
}

// transformIsSimple tells you if it's simple enough to use scissoring
static bool
transformIsSimple (const GLMatrix &transform)
{
    const float *t = transform.getMatrix ();
    return // t[0] can be anything (x scale)
           t[1] == 0.0f &&
           t[2] == 0.0f &&
           t[3] == 0.0f &&
           t[4] == 0.0f &&
           // t[5] can be anything (y scale)
           t[6] == 0.0f &&
           t[7] == 0.0f &&
           t[8] == 0.0f &&
           t[9] == 0.0f &&
           // t[10] can be anything (z scale)
           t[11] == 0.0f &&
           // t[12]..t[14] can be anything (translation)
           t[15] == 1.0f;
}

void
GLScreen::glEnableOutputClipping (const GLMatrix   &transform,
				  const CompRegion &region,
				  CompOutput       *output)
{
    WRAPABLE_HND_FUNCTN (glEnableOutputClipping, transform, region, output)

    // Bottom-left corner of the output:
    const GLint x = output->x1 ();
    const GLint y = screen->height () - output->y2 ();
    const GLsizei w = output->width ();
    const GLsizei h = output->height ();

    // Transformed (only scale and translation is supported!)
    const float *t = transform.getMatrix ();
    const GLfloat scalex = t[0], scaley = t[5], transx = t[12], transy = t[13];
    const GLfloat centrex = x + w / 2.0f;
    const GLfloat centrey = y + h / 2.0f;
    GLfloat scaledw = fabs (w * scalex);
    GLfloat scaledh = fabs (h * scaley);
    GLfloat tx = centrex - (scaledw / 2.0f) + transx * w;
    GLfloat ty = centrey - (scaledh / 2.0f) + transy * h;

    glScissor (tx, ty, roundf (scaledw), roundf (scaledh));
    glEnable (GL_SCISSOR_TEST);
}

void
GLScreen::glDisableOutputClipping ()
{
    WRAPABLE_HND_FUNCTN (glDisableOutputClipping)

    glDisable (GL_SCISSOR_TEST);
}

void
GLScreen::glBufferStencil (const GLMatrix       &matrix,
			   GLVertexBuffer       &vertexBuffer,
			   CompOutput           *output)
{
    WRAPABLE_HND_FUNCTN (glBufferStencil, matrix, vertexBuffer, output);

    GLfloat x = output->x ();
    GLfloat y = screen->height () - output->y2 ();
    GLfloat x2 = output->x () + output->width ();
    GLfloat y2 = screen->height () - output->y2 () + output->height ();

    GLfloat vertices[] =
    {
	x, y, 0,
	x, y2, 0,
	x2, y, 0,
	x2, y2, 0
    };

    GLushort colorData[] = { 0xffff, 0xffff, 0xffff, 0xffff };

    vertexBuffer.begin (GL_TRIANGLE_STRIP);

    vertexBuffer.addVertices (4, vertices);
    vertexBuffer.addColors (1, colorData);

    vertexBuffer.end ();
}

#define CLIP_PLANE_MASK (PAINT_SCREEN_TRANSFORMED_MASK | \
			 PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_MASK)

void
GLScreen::glPaintTransformedOutput (const GLScreenPaintAttrib &sAttrib,
				    const GLMatrix            &transform,
				    const CompRegion          &region,
				    CompOutput                *output,
				    unsigned int              mask)
{
    WRAPABLE_HND_FUNCTN (glPaintTransformedOutput, sAttrib, transform,
		       region, output, mask)

    GLMatrix sTransform = transform;

    if (mask & PAINT_SCREEN_CLEAR_MASK)
	clearTargetOutput (GL_COLOR_BUFFER_BIT);

    setLighting (true);

    glApplyTransform (sAttrib, output, &sTransform);

    if ((mask & CLIP_PLANE_MASK) == CLIP_PLANE_MASK)
    {
	if (transformIsSimple (sTransform))
	{
	    glEnableOutputClipping (sTransform, region, output);
	    sTransform.toScreenSpace (output, -sAttrib.zTranslate);
	    priv->paintOutputRegion (sTransform, region, output, mask);
	    glDisableOutputClipping ();
	}
	else if ( (GL::fboEnabled && GL::fboStencilSupported) ||
                  GL::stencilBuffer )
	{
	    sTransform.toScreenSpace (output, -sAttrib.zTranslate);

	    glClearStencil (0);
	    glClear (GL_STENCIL_BUFFER_BIT);
	    glEnable (GL_STENCIL_TEST);
	    glStencilFunc (GL_ALWAYS, 1, 1);
	    glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);

	    GLVertexBuffer vb;
	    vb.setAutoProgram (priv->autoProgram);
	    glBufferStencil (sTransform, vb, output);
	    glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
	    glStencilMask (1);
	    vb.render (sTransform);
	    glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

	    glStencilFunc (GL_EQUAL, 1, 1);
	    glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
	    priv->paintOutputRegion (sTransform, region, output, mask);
	    glDisable (GL_STENCIL_TEST);
	}
	else
	{
	    // This won't look quite right but should never happen.
	    // Give a warning?
	    sTransform.toScreenSpace (output, -sAttrib.zTranslate);
	    priv->paintOutputRegion (sTransform, region, output, mask);
	}
    }
    else
    {
	sTransform.toScreenSpace (output, -sAttrib.zTranslate);
	priv->paintOutputRegion (sTransform, region, output, mask);
    }
}

bool
GLScreen::glPaintOutput (const GLScreenPaintAttrib &sAttrib,
			 const GLMatrix            &transform,
			 const CompRegion          &region,
			 CompOutput                *output,
			 unsigned int              mask)
{
    WRAPABLE_HND_FUNCTN_RETURN (bool, glPaintOutput, sAttrib, transform,
			      region, output, mask)

    GLMatrix sTransform = transform;

    if (mask & PAINT_SCREEN_REGION_MASK)
    {
	if (mask & PAINT_SCREEN_TRANSFORMED_MASK)
	{
	    if (mask & PAINT_SCREEN_FULL_MASK)
	    {
		CompRegionRef   region (output->region ());
		CompositeScreen *cs = priv->cScreen;

		glPaintTransformedOutput (sAttrib,
					  sTransform,
					  region,
					  output,
					  mask);
		cs->recordDamageOnCurrentFrame (region);
		return true;
	    }

	    return false;
	}

	setLighting (false);

	sTransform.toScreenSpace (output, -DEFAULT_Z_CAMERA);

	/*
	 * Sometimes region might be empty but we still need to force the
	 * repaint. This can happen when a fullscreen window is unredirected,
	 * and damageScreen is called. CompositeScreen::handlePaintTimeout
	 * then subtracts the whole screen of damage because it's an overlay
	 * and we're left with an empty damage region.
	 * Even when this happens we may want to force the repaint if
	 * windows are getting transformed (and so the unredirected window
	 * needs to be redirected again).
	 */
	if (!region.isEmpty () ||
	    (mask & PAINT_SCREEN_FULL_MASK) ||
	    (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_MASK))
	    priv->paintOutputRegion (sTransform, region, output, mask);

	return true;
    }
    else if (mask & PAINT_SCREEN_FULL_MASK)
    {
	CompRegionRef    region (output->region ());
	CompositeScreen *cs = priv->cScreen;
	glPaintTransformedOutput (sAttrib,
				  sTransform,
				  region,
				  output,
				  mask);
	cs->recordDamageOnCurrentFrame (region);

	return true;
    }
    else
    {
	return false;
    }
}

bool
GLScreen::glPaintCompositedOutputRequired ()
{
    WRAPABLE_HND_FUNCTN_RETURN (bool, glPaintCompositedOutputRequired);
    return false;
}

void
GLScreen::glPaintCompositedOutput (const CompRegion    &region,
				   GLFramebufferObject *fbo,
				   unsigned int         mask)
{
    WRAPABLE_HND_FUNCTN (glPaintCompositedOutput, region, fbo, mask)

    GLMatrix sTransform;
    const GLTexture::Matrix & texmatrix = fbo->tex ()->matrix ();
    GLVertexBuffer *streamingBuffer = GLVertexBuffer::streamingBuffer ();

    streamingBuffer->begin (GL_TRIANGLES);

    if (mask & COMPOSITE_SCREEN_DAMAGE_ALL_MASK)
    {
	GLfloat tx1 = COMP_TEX_COORD_X (texmatrix, 0.0f);
	GLfloat tx2 = COMP_TEX_COORD_X (texmatrix, screen->width ());
	GLfloat ty1 = 1.0 - COMP_TEX_COORD_Y (texmatrix, 0.0f);
	GLfloat ty2 = 1.0 - COMP_TEX_COORD_Y (texmatrix, screen->height ());

	const GLfloat vertexData[] = {
	    0.0f,                    0.0f,                     0.0f,
	    0.0f,                    (float)screen->height (), 0.0f,
	    (float)screen->width (), 0.0f,                     0.0f,

	    0.0f,                    (float)screen->height (), 0.0f,
	    (float)screen->width (), (float)screen->height (), 0.0f,
	    (float)screen->width (), 0.0f,                     0.0f,
	};

	const GLfloat textureData[] = {
	    tx1, ty1,
	    tx1, ty2,
	    tx2, ty1,
	    tx1, ty2,
	    tx2, ty2,
	    tx2, ty1,
	};

	streamingBuffer->addVertices (6, &vertexData[0]);
	streamingBuffer->addTexCoords (0, 6, &textureData[0]);
    }
    else
    {
	BoxPtr pBox = const_cast <Region> (region.handle ())->rects;
	int nBox = const_cast <Region> (region.handle ())->numRects;

	while (nBox--)
	{
	    GLfloat tx1 = COMP_TEX_COORD_X (texmatrix, pBox->x1);
	    GLfloat tx2 = COMP_TEX_COORD_X (texmatrix, pBox->x2);
	    GLfloat ty1 = 1.0 - COMP_TEX_COORD_Y (texmatrix, pBox->y1);
	    GLfloat ty2 = 1.0 - COMP_TEX_COORD_Y (texmatrix, pBox->y2);

	    const GLfloat vertexData[] = {
		(float)pBox->x1, (float)pBox->y1, 0.0f,
		(float)pBox->x1, (float)pBox->y2, 0.0f,
		(float)pBox->x2, (float)pBox->y1, 0.0f,

		(float)pBox->x1, (float)pBox->y2, 0.0f,
		(float)pBox->x2, (float)pBox->y2, 0.0f,
		(float)pBox->x2, (float)pBox->y1, 0.0f,
	    };

	    const GLfloat textureData[] = {
		tx1, ty1,
		tx1, ty2,
		tx2, ty1,
		tx1, ty2,
		tx2, ty2,
		tx2, ty1,
	    };

	    streamingBuffer->addVertices (6, &vertexData[0]);
	    streamingBuffer->addTexCoords (0, 6, &textureData[0]);
	    pBox++;
	}
    }

    streamingBuffer->end ();
    fbo->tex ()->enable (GLTexture::Fast);
    sTransform.toScreenSpace (&screen->fullscreenOutput (), -DEFAULT_Z_CAMERA);
    streamingBuffer->render (sTransform);
    fbo->tex ()->disable ();
}

static void
addSingleQuad (GLVertexBuffer *vertexBuffer,
	       const        GLTexture::MatrixList &matrix,
	       unsigned int nMatrix,
	       int          x1,
	       int          y1,
	       int          x2,
	       int          y2,
	       bool         rect)
{
    GLfloat vertexData[18] = {
	(float)x1, (float)y1, 0.0,
	(float)x1, (float)y2, 0.0,
	(float)x2, (float)y1, 0.0,
	(float)x2, (float)y1, 0.0,
	(float)x1, (float)y2, 0.0,
	(float)x2, (float)y2, 0.0
    };
    vertexBuffer->addVertices (6, vertexData);

    if (rect)
    {
	unsigned int it;
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_X (mat, x1);
	    data[1] = COMP_TEX_COORD_Y (mat, y1);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_X (mat, x1);
	    data[1] = COMP_TEX_COORD_Y (mat, y2);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_X (mat, x2);
	    data[1] = COMP_TEX_COORD_Y (mat, y1);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_X (mat, x2);
	    data[1] = COMP_TEX_COORD_Y (mat, y1);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_X (mat, x1);
	    data[1] = COMP_TEX_COORD_Y (mat, y2);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_X (mat, x2);
	    data[1] = COMP_TEX_COORD_Y (mat, y2);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
    }
    else
    {
	unsigned int it;
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_XY (mat, x1, y1);
	    data[1] = COMP_TEX_COORD_YX (mat, x1, y1);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_XY (mat, x1, y2);
	    data[1] = COMP_TEX_COORD_YX (mat, x1, y2);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_XY (mat, x2, y1);
	    data[1] = COMP_TEX_COORD_YX (mat, x2, y1);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_XY (mat, x2, y1);
	    data[1] = COMP_TEX_COORD_YX (mat, x2, y1);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_XY (mat, x1, y2);
	    data[1] = COMP_TEX_COORD_YX (mat, x1, y2);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
	for (it = 0; it < nMatrix; it++)
	{
	    GLfloat data[2];
	    const GLTexture::Matrix &mat = matrix[it];
	    data[0] = COMP_TEX_COORD_XY (mat, x2, y2);
	    data[1] = COMP_TEX_COORD_YX (mat, x2, y2);
	    vertexBuffer->addTexCoords (it, 1, data);
	}
    }
}

static void
addQuads (GLVertexBuffer *vertexBuffer,
	  const        GLTexture::MatrixList &matrix,
	  unsigned int nMatrix,
	  int          x1,
	  int          y1,
	  int          x2,
	  int          y2,
	  bool         rect,
	  unsigned int maxGridWidth,
	  unsigned int maxGridHeight)
{
    if (maxGridWidth == 0 || maxGridHeight == 0)
	return;

    int nQuadsX = (maxGridWidth == MAXSHORT) ? 1 :
	1 + (x2 - x1 - 1) / (int) maxGridWidth;  // ceil. division
    int nQuadsY = (maxGridHeight == MAXSHORT) ? 1 :
	1 + (y2 - y1 - 1) / (int) maxGridHeight;

    if (nQuadsX == 1 && nQuadsY == 1)
    {
	addSingleQuad (vertexBuffer, matrix, nMatrix, x1, y1, x2, y2, rect);
    }
    else
    {
	int quadWidth  = 1 + (x2 - x1 - 1) / nQuadsX;  // ceil. division
	int quadHeight = 1 + (y2 - y1 - 1) / nQuadsY;
	int nx1, ny1, nx2, ny2;

	for (ny1 = y1; ny1 < y2; ny1 = ny2)
	{
	    ny2 = MIN (ny1 + (int) quadHeight, y2);

	    for (nx1 = x1; nx1 < x2; nx1 = nx2)
	    {
		nx2 = MIN (nx1 + (int) quadWidth, x2);

		addSingleQuad (vertexBuffer, matrix, nMatrix,
		               nx1, ny1, nx2, ny2, rect);
	    }
	}
    }
}

void
GLWindow::glAddGeometry (const GLTexture::MatrixList &matrix,
			 const CompRegion            &region,
			 const CompRegion            &clip,
			 unsigned int                maxGridWidth,
			 unsigned int                maxGridHeight)
{
    WRAPABLE_HND_FUNCTN (glAddGeometry, matrix, region, clip)

    BoxRec full;
    int    nMatrix = matrix.size ();

    full = clip.handle ()->extents;
    if (region.handle ()->extents.x1 > full.x1)
	full.x1 = region.handle ()->extents.x1;
    if (region.handle ()->extents.y1 > full.y1)
	full.y1 = region.handle ()->extents.y1;
    if (region.handle ()->extents.x2 < full.x2)
	full.x2 = region.handle ()->extents.x2;
    if (region.handle ()->extents.y2 < full.y2)
	full.y2 = region.handle ()->extents.y2;

    if (full.x1 < full.x2 && full.y1 < full.y2)
    {
	BoxPtr  pBox;
	int     nBox;
	BoxPtr  pClip;
	int     nClip;
	BoxRec  cbox;
	int     it, x1, y1, x2, y2;
	bool    rect = true;

	for (it = 0; it < nMatrix; it++)
	{
	    if (matrix[it].xy != 0.0f || matrix[it].yx != 0.0f)
	    {
		rect = false;
		break;
	    }
	}

	pBox = const_cast <Region> (region.handle ())->rects;
	nBox = const_cast <Region> (region.handle ())->numRects;

	while (nBox--)
	{
	    x1 = pBox->x1;
	    y1 = pBox->y1;
	    x2 = pBox->x2;
	    y2 = pBox->y2;

	    pBox++;

	    if (x1 < full.x1)
		x1 = full.x1;
	    if (y1 < full.y1)
		y1 = full.y1;
	    if (x2 > full.x2)
		x2 = full.x2;
	    if (y2 > full.y2)
		y2 = full.y2;

	    if (x1 < x2 && y1 < y2)
	    {
		nClip = const_cast <Region> (clip.handle ())->numRects;

		if (nClip == 1)
		{
		    addQuads (priv->vertexBuffer, matrix, nMatrix,
			      x1, y1, x2, y2,
			      rect,
			      maxGridWidth, maxGridHeight);
		}
		else
		{
		    pClip = const_cast <Region> (clip.handle ())->rects;

		    while (nClip--)
		    {
			cbox = *pClip;

			pClip++;

			if (cbox.x1 < x1)
			    cbox.x1 = x1;
			if (cbox.y1 < y1)
			    cbox.y1 = y1;
			if (cbox.x2 > x2)
			    cbox.x2 = x2;
			if (cbox.y2 > y2)
			    cbox.y2 = y2;

			if (cbox.x1 < cbox.x2 && cbox.y1 < cbox.y2)
			{
			    addQuads (priv->vertexBuffer, matrix, nMatrix,
				      cbox.x1, cbox.y1, cbox.x2, cbox.y2,
				      rect,
				      maxGridWidth, maxGridHeight);
			}
		    }
		}
	    }
	}
    }
}

#ifndef USE_GLES
static void
enableLegacyOBSAndRender (GLScreen                  *gs,
                          GLWindow                  *w,
                          GLTexture                 *texture,
                          const GLMatrix            &transform,
                          const GLWindowPaintAttrib &attrib,
                          GLTexture::Filter          filter,
                          unsigned int               mask)
{
    // XXX: This codepath only works with !GL::vbo so that's the only case
    //      where you'll find it's called. At least for now.

    if (GL::canDoSaturated && attrib.saturation != COLOR)
    {
	GLfloat constant[4];

	texture->enable (filter);

	glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);

	glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
	glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
	glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
	glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_PRIMARY_COLOR);
	glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
	glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
	glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);

	glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
	glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
	glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);

	glColor4f (1.0f, 1.0f, 1.0f, 0.5f);

	GL::activeTexture (GL_TEXTURE1_ARB);

	texture->enable (filter);

	glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);

	glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB);
	glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
	glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
	glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
	glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);

	if (GL::canDoSlightlySaturated && attrib.saturation > 0)
	{
	    glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
	    glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
	    glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);

	    constant[0] = 0.5f + 0.5f * RED_SATURATION_WEIGHT;
	    constant[1] = 0.5f + 0.5f * GREEN_SATURATION_WEIGHT;
	    constant[2] = 0.5f + 0.5f * BLUE_SATURATION_WEIGHT;
	    constant[3] = 1.0;

	    glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant);

	    GL::activeTexture (GL_TEXTURE2_ARB);

	    texture->enable (filter);

	    glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);

	    glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
	    glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
	    glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
	    glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
	    glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
	    glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
	    glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);

	    glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
	    glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
	    glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);

	    constant[3] = attrib.saturation / 65535.0f;

	    glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant);

	    if (attrib.opacity < OPAQUE ||
		attrib.brightness != BRIGHT)
	    {
		GL::activeTexture (GL_TEXTURE3_ARB);

		texture->enable (filter);

		constant[3] = attrib.opacity / 65535.0f;
		constant[0] = constant[1] = constant[2] = constant[3] *
		    attrib.brightness / 65535.0f;

		glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant);

		glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);

		glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
		glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
		glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
		glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
		glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);

		glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
		glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
		glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_CONSTANT);
		glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
		glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);

		w->vertexBuffer ()->render (transform, attrib);

		texture->disable ();

		glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

		GL::activeTexture (GL_TEXTURE2_ARB);
	    }
	    else
	    {
		w->vertexBuffer ()->render (transform, attrib);
	    }

	    texture->disable ();

	    glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

	    GL::activeTexture (GL_TEXTURE1_ARB);
	}
	else
	{
	    glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
	    glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
	    glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_CONSTANT);
	    glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
	    glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);

	    constant[3] = attrib.opacity / 65535.0f;
	    constant[0] = constant[1] = constant[2] = constant[3] *
			  attrib.brightness / 65535.0f;

	    constant[0] = 0.5f + 0.5f * RED_SATURATION_WEIGHT   * constant[0];
	    constant[1] = 0.5f + 0.5f * GREEN_SATURATION_WEIGHT * constant[1];
	    constant[2] = 0.5f + 0.5f * BLUE_SATURATION_WEIGHT  * constant[2];

	    glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant);

	    w->vertexBuffer ()->render (transform, attrib);
	}

	texture->disable ();

	glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

	GL::activeTexture (GL_TEXTURE0_ARB);

	texture->disable ();

	glColor4usv (defaultColor);
	gs->setTexEnvMode (GL_REPLACE);
    }
    else
    {
	texture->enable (filter);

	if (mask & PAINT_WINDOW_BLEND_MASK)
	{
	    if (attrib.opacity != OPAQUE ||
		attrib.brightness != BRIGHT)
	    {
		GLushort color;

		color = (attrib.opacity * attrib.brightness) >> 16;

		gs->setTexEnvMode (GL_MODULATE);
		glColor4us (color, color, color, attrib.opacity);

		w->vertexBuffer ()->render (transform, attrib);

		glColor4usv (defaultColor);
		gs->setTexEnvMode (GL_REPLACE);
	    }
	    else
	    {
		w->vertexBuffer ()->render (transform, attrib);
	    }
	}
	else if (attrib.brightness != BRIGHT)
	{
	    gs->setTexEnvMode (GL_MODULATE);
	    glColor4us (attrib.brightness, attrib.brightness,
			attrib.brightness, BRIGHT);

	    w->vertexBuffer ()->render (transform, attrib);

	    glColor4usv (defaultColor);
	    gs->setTexEnvMode (GL_REPLACE);
	}
	else
	{
	    w->vertexBuffer ()->render (transform, attrib);
	}

	texture->disable ();
    }
}
#endif

void
GLWindow::glDrawTexture (GLTexture          *texture,
                         const GLMatrix            &transform,
			 const GLWindowPaintAttrib &attrib,
			 unsigned int       mask)
{
    WRAPABLE_HND_FUNCTN (glDrawTexture, texture, transform, attrib, mask)

    GLTexture::Filter filter;

    if (mask & PAINT_WINDOW_BLEND_MASK)
	glEnable (GL_BLEND);

    if (mask & (PAINT_WINDOW_TRANSFORMED_MASK |
		PAINT_WINDOW_ON_TRANSFORMED_SCREEN_MASK))
	filter = priv->gScreen->filter (SCREEN_TRANS_FILTER);
    else
	filter = priv->gScreen->filter (NOTHING_TRANS_FILTER);

    glActiveTexture(GL_TEXTURE0);
    texture->enable (filter);

    #ifdef USE_GLES
    priv->vertexBuffer->render (transform, attrib);
    #else

    if (!GLVertexBuffer::enabled ())
	enableLegacyOBSAndRender (priv->gScreen, this, texture, transform,
						 attrib, filter, mask);
    else
	priv->vertexBuffer->render (transform, attrib);
    #endif

    for (std::list<const GLShaderData*>::const_iterator it = priv->shaders.begin();
         it != priv->shaders.end();
         ++it)
    {
	if ((*it)->isCached != true)
	{
	    delete *it;
	}
    }
    priv->shaders.clear ();
    texture->disable ();

    if (mask & PAINT_WINDOW_BLEND_MASK)
	glDisable (GL_BLEND);
}

bool
GLWindow::glDraw (const GLMatrix     &transform,
		  const GLWindowPaintAttrib &attrib,
		  const CompRegion   &region,
		  unsigned int       mask)
{
    WRAPABLE_HND_FUNCTN_RETURN (bool, glDraw, transform,
			      attrib, region, mask)

    const CompRegion &reg = (mask & PAINT_WINDOW_TRANSFORMED_MASK) ?
                            infiniteRegion : region;

    if (reg.isEmpty ())
	return true;

    if (!priv->window->isViewable () ||
	!priv->cWindow->damaged ())
	return true;

    if (textures ().empty () && !bind ())
	return false;

    if (mask & PAINT_WINDOW_TRANSLUCENT_MASK)
	mask |= PAINT_WINDOW_BLEND_MASK;

    GLTexture::MatrixList ml (1);

    //
    // Don't assume all plugins leave TexEnvMode in a clean state (GL_REPLACE).
    // Sometimes plugins forget to clean up correctly, so make sure we're
    // in the correct mode or else windows could be rendered incorrectly
    // like in LP: #877920.
    //
    priv->gScreen->setTexEnvMode (GL_REPLACE);

    if (priv->updateState & PrivateGLWindow::UpdateMatrix)
	priv->setWindowMatrix ();

    if (priv->updateState & PrivateGLWindow::UpdateRegion)
	priv->updateWindowRegions ();

    for (unsigned int i = 0; i < priv->textures.size (); i++)
    {
	ml[0] = priv->matrices[i];
	priv->vertexBuffer->begin ();
	glAddGeometry (ml, priv->regions[i], reg);
	if (priv->vertexBuffer->end ())
	    glDrawTexture (priv->textures[i], transform, attrib, mask);
    }

    return true;
}

bool
GLWindow::glPaint (const GLWindowPaintAttrib &attrib,
		   const GLMatrix            &transform,
		   const CompRegion          &region,
		   unsigned int              mask)
{
    WRAPABLE_HND_FUNCTN_RETURN (bool, glPaint, attrib, transform, region, mask)

    bool               status;

    priv->lastPaint = attrib;

    if (priv->window->alpha () || attrib.opacity != OPAQUE)
	mask |= PAINT_WINDOW_TRANSLUCENT_MASK;

    priv->lastMask = mask;

    if (mask & PAINT_WINDOW_OCCLUSION_DETECTION_MASK)
    {
	if (mask & PAINT_WINDOW_TRANSFORMED_MASK)
	    return false;

	if (mask & PAINT_WINDOW_NO_CORE_INSTANCE_MASK)
	    return false;

	if (mask & PAINT_WINDOW_TRANSLUCENT_MASK)
	    return false;

	if (priv->window->shaded ())
	    return false;

	return true;
    }

    if (mask & PAINT_WINDOW_NO_CORE_INSTANCE_MASK)
	return true;

    status = glDraw (transform, attrib, region, mask);

    return status;
}
