jpeg pushed a commit to branch master.

http://git.enlightenment.org/core/efl.git/commit/?id=2bd5cf6e6f22d909b76687dc90c3551317bc421e

commit 2bd5cf6e6f22d909b76687dc90c3551317bc421e
Author: Jean-Philippe Andre <jp.an...@samsung.com>
Date:   Mon Dec 1 21:11:56 2014 +0900

    Evas masking: Use new texm sampler instead of texa
    
    texa should be used only for RGB+A whereas texm should
    be used for masking. This should fix RGB+A masking, too.
---
 .../evas/engines/gl_common/evas_gl_common.h        |   7 +-
 .../evas/engines/gl_common/evas_gl_context.c       | 438 +++++++++++----------
 .../evas/engines/gl_common/evas_gl_shader.c        |   3 +
 .../engines/gl_common/shader/evas_gl_shaders.x     |  96 ++---
 .../engines/gl_common/shader/font_mask_frag.shd    |   6 +-
 .../engines/gl_common/shader/font_mask_vert.shd    |   6 +-
 .../gl_common/shader/img_mask_bgra_frag.shd        |   6 +-
 .../gl_common/shader/img_mask_bgra_nomul_frag.shd  |   6 +-
 .../gl_common/shader/img_mask_bgra_nomul_vert.shd  |   6 +-
 .../gl_common/shader/img_mask_bgra_vert.shd        |   6 +-
 .../engines/gl_common/shader/img_mask_frag.shd     |   6 +-
 .../gl_common/shader/img_mask_nomul_frag.shd       |   6 +-
 .../gl_common/shader/img_mask_nomul_vert.shd       |   6 +-
 .../engines/gl_common/shader/img_mask_vert.shd     |   6 +-
 .../engines/gl_common/shader/nv12_mask_frag.shd    |   6 +-
 .../engines/gl_common/shader/nv12_mask_vert.shd    |   6 +-
 .../engines/gl_common/shader/yuv_mask_frag.shd     |   6 +-
 .../engines/gl_common/shader/yuv_mask_vert.shd     |   6 +-
 .../engines/gl_common/shader/yuy2_mask_frag.shd    |   6 +-
 .../engines/gl_common/shader/yuy2_mask_vert.shd    |   6 +-
 20 files changed, 342 insertions(+), 298 deletions(-)

diff --git a/src/modules/evas/engines/gl_common/evas_gl_common.h 
b/src/modules/evas/engines/gl_common/evas_gl_common.h
index b201183..37873d2 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_common.h
+++ b/src/modules/evas/engines/gl_common/evas_gl_common.h
@@ -270,6 +270,7 @@
 #define SHAD_TEXUV3 4
 #define SHAD_TEXA   5
 #define SHAD_TEXSAM 6
+#define SHAD_TEXM   7
 
 typedef struct _Evas_GL_Program               Evas_GL_Program;
 typedef struct _Evas_GL_Program_Source        Evas_GL_Program_Source;
@@ -419,7 +420,7 @@ struct _Evas_Engine_GL_Context
       int                top_pipe;
       struct {
          GLuint          cur_prog;
-         GLuint          cur_tex, cur_texu, cur_texv, cur_texa;
+         GLuint          cur_tex, cur_texu, cur_texv, cur_texa, cur_texm;
          int             render_op;
          int             cx, cy, cw, ch;
          int             smooth;
@@ -447,7 +448,7 @@ struct _Evas_Engine_GL_Context
       struct {
          Evas_GL_Image  *surface;
          GLuint          cur_prog;
-         GLuint          cur_tex, cur_texu, cur_texv, cur_texa;
+         GLuint          cur_tex, cur_texu, cur_texv, cur_texa, cur_texm;
          void           *cur_tex_dyn, *cur_texu_dyn, *cur_texv_dyn;
          int             render_op;
          int             cx, cy, cw, ch;
@@ -464,6 +465,7 @@ struct _Evas_Engine_GL_Context
          GLfloat *texuv3;
          GLfloat *texa;
          GLfloat *texsam;
+         GLfloat *texm;
          Eina_Bool line: 1;
          Eina_Bool use_vertex : 1;
          Eina_Bool use_color : 1;
@@ -472,6 +474,7 @@ struct _Evas_Engine_GL_Context
          Eina_Bool use_texuv3 : 1;
          Eina_Bool use_texa : 1;
          Eina_Bool use_texsam : 1;
+         Eina_Bool use_texm : 1;
          Eina_Bool anti_alias : 1;
          Evas_GL_Image *im;
          GLuint buffer;
diff --git a/src/modules/evas/engines/gl_common/evas_gl_context.c 
b/src/modules/evas/engines/gl_common/evas_gl_context.c
index 170581f..54c26cf 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_context.c
+++ b/src/modules/evas/engines/gl_common/evas_gl_context.c
@@ -830,12 +830,25 @@ evas_gl_common_context_new(void)
         SHADER_TEXTURE_ADD(shared, YUV, texu);
         SHADER_TEXTURE_ADD(shared, YUV, texv);
 
+        SHADER_TEXTURE_ADD(shared, YUV_MASK, tex);
+        SHADER_TEXTURE_ADD(shared, YUV_MASK, texu);
+        SHADER_TEXTURE_ADD(shared, YUV_MASK, texv);
+        SHADER_TEXTURE_ADD(shared, YUV_MASK, texm);
+
         SHADER_TEXTURE_ADD(shared, YUY2, tex);
         SHADER_TEXTURE_ADD(shared, YUY2, texuv);
 
+        SHADER_TEXTURE_ADD(shared, YUY2_MASK, tex);
+        SHADER_TEXTURE_ADD(shared, YUY2_MASK, texuv);
+        SHADER_TEXTURE_ADD(shared, YUY2_MASK, texm);
+
         SHADER_TEXTURE_ADD(shared, NV12, tex);
         SHADER_TEXTURE_ADD(shared, NV12, texuv);
 
+        SHADER_TEXTURE_ADD(shared, NV12_MASK, tex);
+        SHADER_TEXTURE_ADD(shared, NV12_MASK, texuv);
+        SHADER_TEXTURE_ADD(shared, NV12_MASK, texm);
+
         SHADER_TEXTURE_ADD(shared, YUV_NOMUL, tex);
         SHADER_TEXTURE_ADD(shared, YUV_NOMUL, texu);
         SHADER_TEXTURE_ADD(shared, YUV_NOMUL, texv);
@@ -846,23 +859,29 @@ evas_gl_common_context_new(void)
         SHADER_TEXTURE_ADD(shared, NV12_NOMUL, tex);
         SHADER_TEXTURE_ADD(shared, NV12_NOMUL, texuv);
 
+        // Note: there is no nomul version for YUV,YUY2,NV12,RGB+A with MASK
+
         SHADER_TEXTURE_ADD(shared, RGB_A_PAIR, tex);
         SHADER_TEXTURE_ADD(shared, RGB_A_PAIR, texa);
         SHADER_TEXTURE_ADD(shared, RGB_A_PAIR_NOMUL, tex);
         SHADER_TEXTURE_ADD(shared, RGB_A_PAIR_NOMUL, texa);
 
+        SHADER_TEXTURE_ADD(shared, RGB_A_PAIR_MASK, tex);
+        SHADER_TEXTURE_ADD(shared, RGB_A_PAIR_MASK, texa);
+        SHADER_TEXTURE_ADD(shared, RGB_A_PAIR_MASK, texm);
+
         SHADER_TEXTURE_ADD(shared, IMG_MASK, tex);
-        SHADER_TEXTURE_ADD(shared, IMG_MASK, texa);
+        SHADER_TEXTURE_ADD(shared, IMG_MASK, texm);
         SHADER_TEXTURE_ADD(shared, IMG_MASK_NOMUL, tex);
-        SHADER_TEXTURE_ADD(shared, IMG_MASK_NOMUL, texa);
+        SHADER_TEXTURE_ADD(shared, IMG_MASK_NOMUL, texm);
 
         SHADER_TEXTURE_ADD(shared, IMG_MASK_BGRA, tex);
-        SHADER_TEXTURE_ADD(shared, IMG_MASK_BGRA, texa);
+        SHADER_TEXTURE_ADD(shared, IMG_MASK_BGRA, texm);
         SHADER_TEXTURE_ADD(shared, IMG_MASK_BGRA_NOMUL, tex);
-        SHADER_TEXTURE_ADD(shared, IMG_MASK_BGRA_NOMUL, texa);
+        SHADER_TEXTURE_ADD(shared, IMG_MASK_BGRA_NOMUL, texm);
 
         SHADER_TEXTURE_ADD(shared, FONT_MASK, tex);
-        SHADER_TEXTURE_ADD(shared, FONT_MASK, texa);
+        SHADER_TEXTURE_ADD(shared, FONT_MASK, texm);
 
         if (gc->state.current.cur_prog == PRG_INVALID)
            glUseProgram(shared->shader[0].prog);
@@ -923,6 +942,7 @@ evas_gl_common_context_free(Evas_Engine_GL_Context *gc)
              if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
              if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
              if (gc->pipe[i].array.texsam) free(gc->pipe[i].array.texsam);
+             if (gc->pipe[i].array.texm) free(gc->pipe[i].array.texm);
           }
      }
 
@@ -998,6 +1018,7 @@ evas_gl_common_context_newframe(Evas_Engine_GL_Context *gc)
    gc->state.current.cur_texu = 0;
    gc->state.current.cur_texv = 0;
    gc->state.current.cur_texa = 0;
+   gc->state.current.cur_texm = 0;
    gc->state.current.render_op = 0;
    gc->state.current.smooth = 0;
    gc->state.current.blend = 0;
@@ -1025,6 +1046,7 @@ evas_gl_common_context_newframe(Evas_Engine_GL_Context 
*gc)
         gc->pipe[i].shader.cur_texu = 0;
         gc->pipe[i].shader.cur_texv = 0;
         gc->pipe[i].shader.cur_texa = 0;
+        gc->pipe[i].shader.cur_texm = 0;
         gc->pipe[i].shader.render_op = EVAS_RENDER_BLEND;
         gc->pipe[i].shader.smooth = 0;
         gc->pipe[i].shader.blend = 0;
@@ -1193,31 +1215,48 @@ 
evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
    _evas_gl_common_viewport_set(gc);
 }
 
-#define PUSH_VERTEX(n, x, y, z) \
+#define PUSH_VERTEX(n, x, y, z) do { \
    gc->pipe[n].array.vertex[nv++] = x; \
    gc->pipe[n].array.vertex[nv++] = y; \
-   gc->pipe[n].array.vertex[nv++] = z
-#define PUSH_COLOR(n, r, g, b, a) \
+   gc->pipe[n].array.vertex[nv++] = z; } while(0)
+#define PUSH_COLOR(n, r, g, b, a) do { \
    gc->pipe[n].array.color[nc++] = r; \
    gc->pipe[n].array.color[nc++] = g; \
    gc->pipe[n].array.color[nc++] = b; \
-   gc->pipe[n].array.color[nc++] = a
-#define PUSH_TEXUV(n, u, v) \
+   gc->pipe[n].array.color[nc++] = a; } while(0)
+#define PUSH_TEXUV(n, u, v) do { \
    gc->pipe[n].array.texuv[nu++] = u; \
-   gc->pipe[n].array.texuv[nu++] = v
-#define PUSH_TEXUV2(n, u, v) \
+   gc->pipe[n].array.texuv[nu++] = v; } while(0)
+#define PUSH_TEXUV2(n, u, v) do { \
    gc->pipe[n].array.texuv2[nu2++] = u; \
-   gc->pipe[n].array.texuv2[nu2++] = v
-#define PUSH_TEXUV3(n, u, v) \
+   gc->pipe[n].array.texuv2[nu2++] = v; } while(0)
+#define PUSH_TEXUV3(n, u, v) do { \
    gc->pipe[n].array.texuv3[nu3++] = u; \
-   gc->pipe[n].array.texuv3[nu3++] = v
-#define PUSH_TEXA(n, u, v) \
+   gc->pipe[n].array.texuv3[nu3++] = v; } while(0)
+#define PUSH_TEXA(n, u, v) do { \
    gc->pipe[n].array.texa[na++] = u; \
-   gc->pipe[n].array.texa[na++] = v
-#define PUSH_TEXSAM(n, x, y) \
+   gc->pipe[n].array.texa[na++] = v; } while(0)
+#define PUSH_TEXM(n, u, v) do { \
+   gc->pipe[n].array.texm[nm++] = u; \
+   gc->pipe[n].array.texm[nm++] = v; } while(0)
+#define PUSH_TEXSAM(n, x, y) do { \
    gc->pipe[n].array.texsam[ns++] = x; \
-   gc->pipe[n].array.texsam[ns++] = y
-
+   gc->pipe[n].array.texsam[ns++] = y; } while(0)
+
+#define PUSH_6_COLORS(pn, r, g, b, a) \
+   do { int i; for (i = 0; i < 6; i++) PUSH_COLOR(pn, r, g, b, a); } while(0)
+
+#define PIPE_GROW(gc, pn, inc) \
+   int nv = gc->pipe[pn].array.num * 3; (void) nv; \
+   int nc = gc->pipe[pn].array.num * 4; (void) nc; \
+   int nu = gc->pipe[pn].array.num * 2; (void) nu; \
+   int nu2 = gc->pipe[pn].array.num * 2; (void) nu2; \
+   int nu3 = gc->pipe[pn].array.num * 2; (void) nu3; \
+   int na = gc->pipe[pn].array.num * 2; (void) na; \
+   int ns = gc->pipe[pn].array.num * 2; (void) ns; \
+   int nm = gc->pipe[pn].array.num * 2; (void) nm; \
+   gc->pipe[pn].array.num += inc; \
+   array_alloc(gc, pn);
 
 static inline void
 array_alloc(Evas_Engine_GL_Context *gc, int n)
@@ -1236,6 +1275,7 @@ array_alloc(Evas_Engine_GL_Context *gc, int n)
         ALOC(texuv2, GLfloat, 2);
         ALOC(texuv3, GLfloat, 2);
         ALOC(texsam, GLfloat, 2);
+        ALOC(texm,   GLfloat, 2);
         return;
      }
    gc->pipe[n].array.alloc += 6 * 1024;
@@ -1251,6 +1291,7 @@ array_alloc(Evas_Engine_GL_Context *gc, int n)
    RALOC(texuv2, GLfloat, 2);
    RALOC(texuv3, GLfloat, 2);
    RALOC(texsam, GLfloat, 2);
+   RALOC(texm,   GLfloat, 2);
 }
 
 #ifdef GLPIPES
@@ -1426,6 +1467,7 @@ _evas_gl_common_context_push(int rtype,
    if (!((gc->pipe[pn].region.type == rtype)
          && (!tex || gc->pipe[pn].shader.cur_tex == current_tex)
          && (!texa || gc->pipe[pn].shader.cur_texa == current_texa)
+         && (!texm || gc->pipe[pn].shader.cur_texm == current_texm)
          && (gc->pipe[pn].shader.cur_prog == prog)
          && (gc->pipe[pn].shader.smooth == smooth)
          && (gc->pipe[pn].shader.blend == blend)
@@ -1457,10 +1499,9 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context 
*gc,
                                  int clip, int cx, int cy, int cw, int ch,
                                  int r, int g, int b, int a)
 {
-   int pnum, nv, nc, i;
    Eina_Bool blend = EINA_FALSE;
    GLuint prog = gc->shared->shader[SHADER_RECT].prog;
-   int pn = 0;
+   int pn = 0, i;
 
    if (!(gc->dc->render_op == EVAS_RENDER_COPY) && (a < 255))
      blend = EINA_TRUE;
@@ -1487,12 +1528,9 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context 
*gc,
    gc->pipe[pn].array.use_texuv3 = 0;
    gc->pipe[pn].array.use_texa = 0;
    gc->pipe[pn].array.use_texsam = 0;
+   gc->pipe[pn].array.use_texm = 0;
 
-   pnum = gc->pipe[pn].array.num;
-   nv = pnum * 3; nc = pnum * 4;
-   gc->pipe[pn].array.num += 2;
-   array_alloc(gc, pn);
-
+   PIPE_GROW(gc, pn, 2);
    PUSH_VERTEX(pn, x1, y1, 0);
    PUSH_VERTEX(pn, x2, y2, 0);
 
@@ -1511,6 +1549,7 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context 
*gc,
    gc->pipe[pn].array.use_texuv3 = 0;
    gc->pipe[pn].array.use_texa = 0;
    gc->pipe[pn].array.use_texsam = 0;
+   gc->pipe[pn].array.use_texm = 0;
 }
 
 void
@@ -1518,7 +1557,6 @@ 
evas_gl_common_context_rectangle_push(Evas_Engine_GL_Context *gc,
                                       int x, int y, int w, int h,
                                       int r, int g, int b, int a)
 {
-   int pnum, nv, nc, i;
    Eina_Bool blend = EINA_FALSE;
    GLuint prog = gc->shared->shader[SHADER_RECT].prog;
    int pn = 0;
@@ -1550,10 +1588,11 @@ again:
         gc->pipe[pn].array.use_texuv3 = 0;
         gc->pipe[pn].array.use_texa = 0;
         gc->pipe[pn].array.use_texsam = 0;
+        gc->pipe[pn].array.use_texm = 0;
      }
    else
      {
-        int found = 0;
+        int found = 0, i;
 
         for (i = pn; i >= 0; i--)
           {
@@ -1598,6 +1637,7 @@ again:
              gc->pipe[pn].array.use_texuv3 = 0;
              gc->pipe[pn].array.use_texa = 0;
              gc->pipe[pn].array.use_texsam = 0;
+             gc->pipe[pn].array.use_texm = 0;
          }
      }
 #else
@@ -1630,14 +1670,11 @@ again:
    gc->pipe[pn].array.use_texuv3 = 0;
    gc->pipe[pn].array.use_texa = 0;
    gc->pipe[pn].array.use_texsam = 0;
+   gc->pipe[pn].array.use_texm = 0;
 #endif
 
    pipe_region_expand(gc, pn, x, y, w, h);
-
-   pnum = gc->pipe[pn].array.num;
-   nv = pnum * 3; nc = pnum * 4;
-   gc->pipe[pn].array.num += 6;
-   array_alloc(gc, pn);
+   PIPE_GROW(gc, pn, 6);
 
    PUSH_VERTEX(pn, x    , y    , 0);
    PUSH_VERTEX(pn, x + w, y    , 0);
@@ -1647,10 +1684,7 @@ again:
    PUSH_VERTEX(pn, x + w, y + h, 0);
    PUSH_VERTEX(pn, x    , y + h, 0);
 
-   for (i = 0; i < 6; i++)
-     {
-        PUSH_COLOR(pn, r, g, b, a);
-     }
+   PUSH_6_COLORS(pn, r, g, b, a);
 }
 
 void
@@ -1663,7 +1697,6 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context 
*gc,
                                   Eina_Bool smooth, Eina_Bool tex_only)
 {
    Evas_GL_Texture_Pool *pt;
-   int pnum, nv, nc, nu, ns, na, i;
    GLfloat tx1, tx2, ty1, ty2;
    GLfloat offsetx, offsety;
    Eina_Bool blend = EINA_FALSE;
@@ -1853,7 +1886,7 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context 
*gc,
 
    gc->pipe[pn].region.type = RTYPE_IMAGE;
    gc->pipe[pn].shader.cur_tex = pt->texture;
-   gc->pipe[pn].shader.cur_texa = mtex ? mtex->pt->texture : 0;
+   gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
    gc->pipe[pn].shader.cur_prog = prog;
    gc->pipe[pn].shader.smooth = smooth;
    gc->pipe[pn].shader.blend = blend;
@@ -1870,15 +1903,11 @@ 
evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
    gc->pipe[pn].array.use_texuv = 1;
    gc->pipe[pn].array.use_texuv2 = 0;
    gc->pipe[pn].array.use_texuv3 = 0;
-   gc->pipe[pn].array.use_texa = !!mtex;
+   gc->pipe[pn].array.use_texm = !!mtex;
    gc->pipe[pn].array.use_texsam = sam;
 
    pipe_region_expand(gc, pn, x, y, w, h);
-
-   pnum = gc->pipe[pn].array.num;
-   nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; ns = pnum * 2; na = pnum * 2;
-   gc->pipe[pn].array.num += 6;
-   array_alloc(gc, pn);
+   PIPE_GROW(gc, pn, 6);
 
    if ((tex->im) && (tex->im->native.data) && (!tex->im->native.yinvert))
      {
@@ -1927,27 +1956,24 @@ 
evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
 
    if (mtex)
      {
-        GLfloat t2x1, t2x2, t2y1, t2y2;
+        GLfloat tmx1, tmy1, tmx2, tmy2;
 
-        t2x1 = (mtex->x + mx) / (double)mtex->pt->w;
-        t2y1 = (mtex->y + my) / (double)mtex->pt->h;
-        t2x2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
-        t2y2 = (mtex->y + my + mh) / (double)mtex->pt->h;
+        tmx1 = (mtex->x + mx) / (double)mtex->pt->w;
+        tmy1 = (mtex->y + my) / (double)mtex->pt->h;
+        tmx2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
+        tmy2 = (mtex->y + my + mh) / (double)mtex->pt->h;
 
-        PUSH_TEXA(pn, t2x1, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x1, t2y2);
+        PUSH_TEXM(pn, tmx1, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx1, tmy2);
 
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y2);
-        PUSH_TEXA(pn, t2x1, t2y2);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy2);
+        PUSH_TEXM(pn, tmx1, tmy2);
      }
    
    // if nomul... dont need this
-   for (i = 0; i < 6; i++)
-     {
-        PUSH_COLOR(pn, r, g, b, a);
-     }
+   PUSH_6_COLORS(pn, r, g, b, a);
 }
 
 void
@@ -1958,7 +1984,6 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context 
*gc,
                                  Evas_GL_Texture *mtex, int mx, int my, int 
mw, int mh,
                                  int r, int g, int b, int a)
 {
-   int pnum, nv, nc, nu, na, i;
    GLfloat tx1, tx2, ty1, ty2;
    GLuint prog;
    int pn = 0;
@@ -1978,7 +2003,7 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context 
*gc,
 
    gc->pipe[pn].region.type = RTYPE_FONT;
    gc->pipe[pn].shader.cur_tex = tex->pt->texture;
-   gc->pipe[pn].shader.cur_texa = mtex ? mtex->pt->texture : 0;
+   gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
    gc->pipe[pn].shader.cur_prog = prog;
    gc->pipe[pn].shader.smooth = 0;
    gc->pipe[pn].shader.blend = 1;
@@ -1994,15 +2019,11 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context 
*gc,
    gc->pipe[pn].array.use_texuv = 1;
    gc->pipe[pn].array.use_texuv2 = 0;
    gc->pipe[pn].array.use_texuv3 = 0;
-   gc->pipe[pn].array.use_texa = !!mtex;
+   gc->pipe[pn].array.use_texm = !!mtex;
    gc->pipe[pn].array.use_texsam = 0;
 
    pipe_region_expand(gc, pn, x, y, w, h);
-
-   pnum = gc->pipe[pn].array.num;
-   nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; na = 2 * pnum;
-   gc->pipe[pn].array.num += 6;
-   array_alloc(gc, pn);
+   PIPE_GROW(gc, pn, 6);
 
    if (sw == 0.0)
      {
@@ -2037,26 +2058,23 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context 
*gc,
 
    if (mtex)
      {
-        GLfloat t2x1, t2x2, t2y1, t2y2;
+        GLfloat tmx1, tmy1, tmx2, tmy2;
 
-        t2x1 = (mtex->x + mx) / (double)mtex->pt->w;
-        t2y1 = (mtex->y + my) / (double)mtex->pt->h;
-        t2x2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
-        t2y2 = (mtex->y + my + mh) / (double)mtex->pt->h;
+        tmx1 = (mtex->x + mx) / (double)mtex->pt->w;
+        tmy1 = (mtex->y + my) / (double)mtex->pt->h;
+        tmx2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
+        tmy2 = (mtex->y + my + mh) / (double)mtex->pt->h;
 
-        PUSH_TEXA(pn, t2x1, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x1, t2y2);
+        PUSH_TEXM(pn, tmx1, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx1, tmy2);
 
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y2);
-        PUSH_TEXA(pn, t2x1, t2y2);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy2);
+        PUSH_TEXM(pn, tmx1, tmy2);
      }
 
-   for (i = 0; i < 6; i++)
-     {
-        PUSH_COLOR(pn, r, g, b, a);
-     }
+   PUSH_6_COLORS(pn, r, g, b, a);
 }
 
 void
@@ -2068,7 +2086,6 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context 
*gc,
                                 int r, int g, int b, int a,
                                 Eina_Bool smooth)
 {
-   int pnum, nv, nc, nu, nu2, nu3, na, i;
    GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
    Eina_Bool blend = 0;
    GLuint prog;
@@ -2092,7 +2109,7 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context 
*gc,
    gc->pipe[pn].shader.cur_tex = tex->pt->texture;
    gc->pipe[pn].shader.cur_texu = tex->ptu->texture;
    gc->pipe[pn].shader.cur_texv = tex->ptv->texture;
-   gc->pipe[pn].shader.cur_texa = mtex ? mtex->pt->texture : 0;
+   gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
    gc->pipe[pn].shader.cur_prog = prog;
    gc->pipe[pn].shader.smooth = smooth;
    gc->pipe[pn].shader.blend = blend;
@@ -2108,16 +2125,11 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context 
*gc,
    gc->pipe[pn].array.use_texuv = 1;
    gc->pipe[pn].array.use_texuv2 = 1;
    gc->pipe[pn].array.use_texuv3 = 1;
-   gc->pipe[pn].array.use_texa = !!mtex;
+   gc->pipe[pn].array.use_texm = !!mtex;
    gc->pipe[pn].array.use_texsam = 0;
 
    pipe_region_expand(gc, pn, x, y, w, h);
-
-   pnum = gc->pipe[pn].array.num;
-   nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; na = pnum * 2;
-   nu2 = pnum * 2; nu3 = pnum * 2;
-   gc->pipe[pn].array.num += 6;
-   array_alloc(gc, pn);
+   PIPE_GROW(gc, pn, 6);
 
    tx1 = (sx) / (double)tex->pt->w;
    ty1 = (sy) / (double)tex->pt->h;
@@ -2163,24 +2175,23 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context 
*gc,
 
    if (mtex)
      {
-        t2x1 = (mtex->x + mx) / (double)mtex->pt->w;
-        t2y1 = (mtex->y + my) / (double)mtex->pt->h;
-        t2x2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
-        t2y2 = (mtex->y + my + mh) / (double)mtex->pt->h;
+        GLfloat tmx1, tmy1, tmx2, tmy2;
 
-        PUSH_TEXA(pn, t2x1, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x1, t2y2);
+        tmx1 = (mtex->x + mx) / (double)mtex->pt->w;
+        tmy1 = (mtex->y + my) / (double)mtex->pt->h;
+        tmx2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
+        tmy2 = (mtex->y + my + mh) / (double)mtex->pt->h;
 
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y2);
-        PUSH_TEXA(pn, t2x1, t2y2);
-     }
+        PUSH_TEXM(pn, tmx1, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx1, tmy2);
 
-   for (i = 0; i < 6; i++)
-     {
-        PUSH_COLOR(pn, r, g, b, a);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy2);
+        PUSH_TEXM(pn, tmx1, tmy2);
      }
+
+   PUSH_6_COLORS(pn, r, g, b, a);
 }
 
 void
@@ -2192,7 +2203,6 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context 
*gc,
                                  int r, int g, int b, int a,
                                  Eina_Bool smooth)
 {
-   int pnum, nv, nc, nu, nu2, na, i;
    GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
    Eina_Bool blend = 0;
    GLuint prog;
@@ -2215,7 +2225,7 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context 
*gc,
    gc->pipe[pn].region.type = RTYPE_YUY2;
    gc->pipe[pn].shader.cur_tex = tex->pt->texture;
    gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
-   gc->pipe[pn].shader.cur_texa = mtex ? mtex->pt->texture : 0;
+   gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
    gc->pipe[pn].shader.cur_prog = prog;
    gc->pipe[pn].shader.smooth = smooth;
    gc->pipe[pn].shader.blend = blend;
@@ -2231,16 +2241,11 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context 
*gc,
    gc->pipe[pn].array.use_texuv = 1;
    gc->pipe[pn].array.use_texuv2 = 1;
    gc->pipe[pn].array.use_texuv3 = 0;
-   gc->pipe[pn].array.use_texa = !!mtex;
+   gc->pipe[pn].array.use_texm = !!mtex;
    gc->pipe[pn].array.use_texsam = 0;
 
    pipe_region_expand(gc, pn, x, y, w, h);
-
-   pnum = gc->pipe[pn].array.num;
-   nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; na = pnum * 2;
-   nu2 = pnum * 2;
-   gc->pipe[pn].array.num += 6;
-   array_alloc(gc, pn);
+   PIPE_GROW(gc, pn, 6);
 
    tx1 = (sx) / (double)tex->pt->w;
    ty1 = (sy) / (double)tex->pt->h;
@@ -2278,24 +2283,23 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context 
*gc,
 
    if (mtex)
      {
-        t2x1 = (mtex->x + mx) / (double)mtex->pt->w;
-        t2y1 = (mtex->y + my) / (double)mtex->pt->h;
-        t2x2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
-        t2y2 = (mtex->y + my + mh) / (double)mtex->pt->h;
+        GLfloat tmx1, tmy1, tmx2, tmy2;
 
-        PUSH_TEXA(pn, t2x1, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x1, t2y2);
+        tmx1 = (mtex->x + mx) / (double)mtex->pt->w;
+        tmy1 = (mtex->y + my) / (double)mtex->pt->h;
+        tmx2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
+        tmy2 = (mtex->y + my + mh) / (double)mtex->pt->h;
 
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y2);
-        PUSH_TEXA(pn, t2x1, t2y2);
-     }
+        PUSH_TEXM(pn, tmx1, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx1, tmy2);
 
-   for (i = 0; i < 6; i++)
-     {
-        PUSH_COLOR(pn, r, g, b, a);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy2);
+        PUSH_TEXM(pn, tmx1, tmy2);
      }
+
+   PUSH_6_COLORS(pn, r, g, b, a);
 }
 
 void
@@ -2307,7 +2311,6 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context 
*gc,
                                  int r, int g, int b, int a,
                                  Eina_Bool smooth)
 {
-   int pnum, nv, nc, nu, nu2, na, i;
    GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
    Eina_Bool blend = 0;
    GLuint prog;
@@ -2332,7 +2335,7 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context 
*gc,
    gc->pipe[pn].shader.cur_tex_dyn = tex->pt->dyn.img;
    gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
    gc->pipe[pn].shader.cur_texu_dyn = tex->ptuv->dyn.img;
-   gc->pipe[pn].shader.cur_texa = mtex ? mtex->pt->texture : 0;
+   gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
    gc->pipe[pn].shader.cur_prog = prog;
    gc->pipe[pn].shader.smooth = smooth;
    gc->pipe[pn].shader.blend = blend;
@@ -2348,16 +2351,11 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context 
*gc,
    gc->pipe[pn].array.use_texuv = 1;
    gc->pipe[pn].array.use_texuv2 = 1;
    gc->pipe[pn].array.use_texuv3 = 0;
-   gc->pipe[pn].array.use_texa = !!mtex;
+   gc->pipe[pn].array.use_texm = !!mtex;
    gc->pipe[pn].array.use_texsam = 0;
 
    pipe_region_expand(gc, pn, x, y, w, h);
-
-   pnum = gc->pipe[pn].array.num;
-   nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; na = pnum * 2;
-   nu2 = pnum * 2;
-   gc->pipe[pn].array.num += 6;
-   array_alloc(gc, pn);
+   PIPE_GROW(gc, pn, 6);
 
    tx1 = (sx) / (double)tex->pt->w;
    ty1 = (sy) / (double)tex->pt->h;
@@ -2395,24 +2393,23 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context 
*gc,
 
    if (mtex)
      {
-        t2x1 = (mtex->x + mx) / (double)mtex->pt->w;
-        t2y1 = (mtex->y + my) / (double)mtex->pt->h;
-        t2x2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
-        t2y2 = (mtex->y + my + mh) / (double)mtex->pt->h;
+        GLfloat tmx1, tmy1, tmx2, tmy2;
 
-        PUSH_TEXA(pn, t2x1, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x1, t2y2);
+        tmx1 = (mtex->x + mx) / (double)mtex->pt->w;
+        tmy1 = (mtex->y + my) / (double)mtex->pt->h;
+        tmx2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
+        tmy2 = (mtex->y + my + mh) / (double)mtex->pt->h;
 
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y2);
-        PUSH_TEXA(pn, t2x1, t2y2);
-     }
+        PUSH_TEXM(pn, tmx1, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx1, tmy2);
 
-   for (i = 0; i < 6; i++)
-     {
-        PUSH_COLOR(pn, r, g, b, a);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy2);
+        PUSH_TEXM(pn, tmx1, tmy2);
      }
+
+   PUSH_6_COLORS(pn, r, g, b, a);
 }
 
 void
@@ -2433,7 +2430,6 @@ 
evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
     * colorspaces as well (eg. RGB565+Alpha4, ...).
     */
 
-   int pnum, nv, nc, nu, na, i;
    GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
    GLuint prog;
    int pn;
@@ -2454,8 +2450,7 @@ 
evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
    gc->pipe[pn].region.type = RTYPE_IMAGE;
    gc->pipe[pn].shader.cur_tex = tex->pt->texture;
    gc->pipe[pn].shader.cur_texa = tex->pta->texture;
-#warning FIXME: must add texm instead
-   //gc->pipe[pn].shader.cur_texu = mtex ? mtex->pt->texture : 0;
+   gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
    gc->pipe[pn].shader.cur_prog = prog;
    gc->pipe[pn].shader.smooth = smooth;
    gc->pipe[pn].shader.blend = EINA_TRUE;
@@ -2474,13 +2469,10 @@ 
evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
    gc->pipe[pn].array.use_texuv3 = 0;
    gc->pipe[pn].array.use_texa = EINA_TRUE;
    gc->pipe[pn].array.use_texsam = 0;
+   gc->pipe[pn].array.use_texm = !!mtex;
 
    pipe_region_expand(gc, pn, x, y, w, h);
-
-   pnum = gc->pipe[pn].array.num;
-   nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; na = pnum * 2;
-   gc->pipe[pn].array.num += 6;
-   array_alloc(gc, pn);
+   PIPE_GROW(gc, pn, 6);
 
    // FIXME: pt and pta could have different x,y
    tx1 = (tex->x + sx) / (double)tex->pt->w;
@@ -2517,28 +2509,25 @@ 
evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
    PUSH_TEXA(pn, t2x2, t2y2);
    PUSH_TEXA(pn, t2x1, t2y2);
 
-   /*
    if (mtex)
      {
-        t2x1 = (mtex->x + mx) / (double)mtex->pt->w;
-        t2y1 = (mtex->y + my) / (double)mtex->pt->h;
-        t2x2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
-        t2y2 = (mtex->y + my + mh) / (double)mtex->pt->h;
+        GLfloat tmx1, tmy1, tmx2, tmy2;
 
-        PUSH_TEXM(pn, t2x1, t2y1);
-        PUSH_TEXM(pn, t2x2, t2y1);
-        PUSH_TEXM(pn, t2x1, t2y2);
+        tmx1 = (mtex->x + mx) / (double)mtex->pt->w;
+        tmy1 = (mtex->y + my) / (double)mtex->pt->h;
+        tmx2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
+        tmy2 = (mtex->y + my + mh) / (double)mtex->pt->h;
 
-        PUSH_TEXM(pn, t2x2, t2y1);
-        PUSH_TEXM(pn, t2x2, t2y2);
-        PUSH_TEXM(pn, t2x1, t2y2);
-     }
-   */
+        PUSH_TEXM(pn, tmx1, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx1, tmy2);
 
-   for (i = 0; i < 6; i++)
-     {
-        PUSH_COLOR(pn, r, g, b, a);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy2);
+        PUSH_TEXM(pn, tmx1, tmy2);
      }
+
+   PUSH_6_COLORS(pn, r, g, b, a);
 }
 
 void
@@ -2552,7 +2541,6 @@ 
evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
                                       Eina_Bool smooth, Eina_Bool tex_only,
                                       Evas_Colorspace cspace)
 {
-   int pnum, nv, nc, nu, nu2, nu3, na, i;
    const int points[6] = { 0, 1, 2, 0, 2, 3 };
    int x = 0, y = 0, w = 0, h = 0, px = 0, py = 0;
    GLfloat tx[4], ty[4], t2x[4], t2y[4];
@@ -2561,7 +2549,7 @@ 
evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
    GLuint prog = gc->shared->shader[SHADER_IMG].prog;
    Eina_Bool utexture = EINA_FALSE;
    Eina_Bool uvtexture = EINA_FALSE;
-   int pn = 0;
+   int pn = 0, i;
    int flat = 0;
 
    if (!(gc->dc->render_op == EVAS_RENDER_COPY) &&
@@ -2722,7 +2710,7 @@ 
evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
        gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
        gc->pipe[pn].shader.cur_texu_dyn = tex->ptuv->dyn.img;
      }
-   gc->pipe[pn].shader.cur_texa = mtex ? mtex->pt->texture : 0;
+   gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
    gc->pipe[pn].shader.cur_prog = prog;
    gc->pipe[pn].shader.smooth = smooth;
    gc->pipe[pn].shader.blend = blend;
@@ -2738,16 +2726,11 @@ 
evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
    gc->pipe[pn].array.use_texuv = 1;
    gc->pipe[pn].array.use_texuv2 = (utexture || uvtexture) ? 1 : 0;
    gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0;
-   gc->pipe[pn].array.use_texa = !!mtex;
+   gc->pipe[pn].array.use_texm = !!mtex;
    gc->pipe[pn].array.use_texsam = 0;
 
    pipe_region_expand(gc, pn, x, y, w, h);
-
-   pnum = gc->pipe[pn].array.num;
-   nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nu2 = pnum * 2; na = pnum * 2;
-   nu2 = pnum * 2; nu3 = pnum * 2;
-   gc->pipe[pn].array.num += 6;
-   array_alloc(gc, pn);
+   PIPE_GROW(gc, pn, 6);
 
    if ((tex->im) && (tex->im->native.data) && (!tex->im->native.yinvert))
      {
@@ -2806,20 +2789,20 @@ 
evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
 
    if (mtex)
      {
-        GLfloat t2x1, t2y1, t2x2, t2y2;
+        GLfloat tmx1, tmy1, tmx2, tmy2;
 
-        t2x1 = (mtex->x + mx) / (double)mtex->pt->w;
-        t2y1 = (mtex->y + my) / (double)mtex->pt->h;
-        t2x2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
-        t2y2 = (mtex->y + my + mh) / (double)mtex->pt->h;
+        tmx1 = (mtex->x + mx) / (double)mtex->pt->w;
+        tmy1 = (mtex->y + my) / (double)mtex->pt->h;
+        tmx2 = (mtex->x + mx + mw) / (double)mtex->pt->w;
+        tmy2 = (mtex->y + my + mh) / (double)mtex->pt->h;
 
-        PUSH_TEXA(pn, t2x1, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x1, t2y2);
+        PUSH_TEXM(pn, tmx1, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx1, tmy2);
 
-        PUSH_TEXA(pn, t2x2, t2y1);
-        PUSH_TEXA(pn, t2x2, t2y2);
-        PUSH_TEXA(pn, t2x1, t2y2);
+        PUSH_TEXM(pn, tmx2, tmy1);
+        PUSH_TEXM(pn, tmx2, tmy2);
+        PUSH_TEXM(pn, tmx1, tmy2);
      }
 
    if (!flat)
@@ -3178,6 +3161,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
         unsigned char *texuv3_ptr = NULL;
         unsigned char *texa_ptr = NULL;
         unsigned char *texsam_ptr = NULL;
+        unsigned char *texm_ptr = NULL;
 
         if (glsym_glMapBuffer && glsym_glUnmapBuffer)
           {
@@ -3193,7 +3177,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
              texuv3_ptr = texuv2_ptr + TEX_SIZE;
              texa_ptr = texuv3_ptr + TEX_SIZE;
              texsam_ptr = texa_ptr + TEX_SIZE;
-# define END_POINTER (texsam_ptr + TEX_SIZE)
+             texm_ptr = texsam_ptr + TEX_SIZE;
+# define END_POINTER (texm_ptr + TEX_SIZE)
 
              glBindBuffer(GL_ARRAY_BUFFER, gc->pipe[i].array.buffer);
              if ((gc->pipe[i].array.buffer_alloc < (long)END_POINTER) ||
@@ -3222,6 +3207,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
                     memcpy(x + (unsigned long)texa_ptr, 
gc->pipe[i].array.texa, TEX_SIZE);
                   if (gc->pipe[i].array.use_texsam)
                     memcpy(x + (unsigned long)texsam_ptr, 
gc->pipe[i].array.texsam, TEX_SIZE);
+                  if (gc->pipe[i].array.use_texm)
+                    memcpy(x + (unsigned long)texm_ptr, 
gc->pipe[i].array.texm, TEX_SIZE);
 /*                  
                   fprintf(stderr, "copy %i bytes [%i/%i slots] [%i + %i + %i + 
%i + %i + %i + %i] <%i %i %i %i %i %i %i>\n",
                           (int)((unsigned char *)END_POINTER),
@@ -3234,7 +3221,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
                           gc->pipe[i].array.use_texuv2,
                           gc->pipe[i].array.use_texuv3,
                           gc->pipe[i].array.use_texa,
-                          gc->pipe[i].array.use_texsam);
+                          gc->pipe[i].array.use_texsam,
+                          gc->pipe[i].array.use_texm);
  */
                   glsym_glUnmapBuffer(GL_ARRAY_BUFFER);
                }
@@ -3248,6 +3236,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
              texuv3_ptr = (unsigned char *)gc->pipe[i].array.texuv3;
              texa_ptr = (unsigned char *)gc->pipe[i].array.texa;
              texsam_ptr = (unsigned char *)gc->pipe[i].array.texsam;
+             texm_ptr = (unsigned char *)gc->pipe[i].array.texm;
           }
         glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, (void 
*)vertex_ptr);
         GLERR(__FUNCTION__, __FILE__, __LINE__, "");
@@ -3292,6 +3281,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
                   glDisableVertexAttribArray(SHAD_TEXUV);
                   GLERR(__FUNCTION__, __FILE__, __LINE__, "");
                }
+
+             /* Alpha plane */
              if (gc->pipe[i].array.use_texa)
                 {
                    glEnableVertexAttribArray(SHAD_TEXA);
@@ -3333,8 +3324,52 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
              else
                {
                   glDisableVertexAttribArray(SHAD_TEXA);
+               }
 
+             /* Mask surface */
+             if (gc->pipe[i].array.use_texm)
+                {
+                   glEnableVertexAttribArray(SHAD_TEXM);
+                   GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+                   glVertexAttribPointer(SHAD_TEXM, 2, GL_FLOAT, GL_FALSE, 0, 
(void *)texm_ptr);
+                   GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+                   glActiveTexture(GL_TEXTURE3);
+                   GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+                   glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texm);
+                   GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
+                  if (shared->info.anisotropic > 0.0)
+                    {
+                       glTexParameterf(GL_TEXTURE_2D, 
GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic);
+                       GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+                    }
+#endif
+                   if (gc->pipe[i].shader.smooth)
+                      {
+                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 
GL_LINEAR);
+                         GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
GL_LINEAR);
+                         GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+                      }
+                   else
+                      {
+                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 
GL_NEAREST);
+                         GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
GL_NEAREST);
+                         GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+                      }
+                   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 
GL_CLAMP_TO_EDGE);
+                   GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+                   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 
GL_CLAMP_TO_EDGE);
+                   GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+                   glActiveTexture(GL_TEXTURE0);
+                   GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+               }
+             else
+               {
+                  glDisableVertexAttribArray(SHAD_TEXM);
                }
+
              if (gc->pipe[i].array.use_texsam)
                {
                   glEnableVertexAttribArray(SHAD_TEXSAM);
@@ -3489,6 +3524,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
         if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
         if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
         if (gc->pipe[i].array.texsam) free(gc->pipe[i].array.texsam);
+        if (gc->pipe[i].array.texm) free(gc->pipe[i].array.texm);
 
         gc->pipe[i].array.line = 0;
         gc->pipe[i].array.use_vertex = 0;
@@ -3498,6 +3534,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
         gc->pipe[i].array.use_texuv3 = 0;
         gc->pipe[i].array.use_texa = 0;
         gc->pipe[i].array.use_texsam = 0;
+        gc->pipe[i].array.use_texm = 0;
         
         gc->pipe[i].array.vertex = NULL;
         gc->pipe[i].array.color = NULL;
@@ -3506,6 +3543,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
         gc->pipe[i].array.texuv2 = NULL;
         gc->pipe[i].array.texuv3 = NULL;
         gc->pipe[i].array.texsam = NULL;
+        gc->pipe[i].array.texm = NULL;
 
         gc->pipe[i].array.num = 0;
         gc->pipe[i].array.alloc = 0;
diff --git a/src/modules/evas/engines/gl_common/evas_gl_shader.c 
b/src/modules/evas/engines/gl_common/evas_gl_shader.c
index aa70e2e..d0648c6 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_shader.c
+++ b/src/modules/evas/engines/gl_common/evas_gl_shader.c
@@ -78,6 +78,7 @@ _evas_gl_common_shader_program_binary_init(Evas_GL_Program *p,
    glBindAttribLocation(p->prog, SHAD_TEXUV3, "tex_coord3");
    glBindAttribLocation(p->prog, SHAD_TEXA,   "tex_coorda");
    glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
+   glBindAttribLocation(p->prog, SHAD_TEXM,   "tex_coordm");
 
    glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
    GLERR(__FUNCTION__, __FILE__, __LINE__, "");
@@ -203,6 +204,8 @@ _evas_gl_common_shader_program_source_init(Evas_GL_Program 
*p,
    GLERR(__FUNCTION__, __FILE__, __LINE__, "");
    glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
    GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+   glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm");
+   GLERR(__FUNCTION__, __FILE__, __LINE__, "");
 
    glLinkProgram(p->prog);
    GLERR(__FUNCTION__, __FILE__, __LINE__, "");
diff --git a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x 
b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
index 7f3f536..08b8867 100644
--- a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
+++ b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
@@ -58,13 +58,13 @@ static const char const font_mask_frag_glsl[] =
    "#endif\n"
    "#endif\n"
    "uniform sampler2D tex;\n"
-   "uniform sampler2D texa;\n"
+   "uniform sampler2D texm;\n"
    "varying vec4 col;\n"
    "varying vec2 tex_c;\n"
-   "varying vec2 tex_a;\n"
+   "varying vec2 tex_m;\n"
    "void main()\n"
    "{\n"
-   "   gl_FragColor = texture2D(tex, tex_c.xy).aaaa * texture2D(texa, 
tex_a.xy).aaaa * col;\n"
+   "   gl_FragColor = texture2D(tex, tex_c.xy).aaaa * texture2D(texm, 
tex_m.xy).aaaa * col;\n"
    "}\n";
 Evas_GL_Program_Source shader_font_mask_frag_src =
 {
@@ -80,17 +80,17 @@ static const char const font_mask_vert_glsl[] =
    "attribute vec4 vertex;\n"
    "attribute vec4 color;\n"
    "attribute vec2 tex_coord;\n"
-   "attribute vec2 tex_coorda;\n"
+   "attribute vec2 tex_coordm;\n"
    "uniform mat4 mvp;\n"
    "varying vec4 col;\n"
    "varying vec2 tex_c;\n"
-   "varying vec2 tex_a;\n"
+   "varying vec2 tex_m;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = mvp * vertex;\n"
    "   col = color;\n"
    "   tex_c = tex_coord;\n"
-   "   tex_a = tex_coorda;\n"
+   "   tex_m = tex_coordm;\n"
    "}\n";
 Evas_GL_Program_Source shader_font_mask_vert_src =
 {
@@ -2241,13 +2241,13 @@ static const char const img_mask_frag_glsl[] =
    "#endif\n"
    "#endif\n"
    "uniform sampler2D tex;\n"
-   "uniform sampler2D texa;\n"
+   "uniform sampler2D texm;\n"
    "varying vec4 col;\n"
    "varying vec2 coord_c;\n"
-   "varying vec2 coord_a;\n"
+   "varying vec2 coord_m;\n"
    "void main()\n"
    "{\n"
-   "   gl_FragColor = texture2D(texa, coord_a.xy).a * texture2D(tex, 
coord_c.xy).bgra * col;\n"
+   "   gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, 
coord_c.xy).bgra * col;\n"
    "}\n";
 Evas_GL_Program_Source shader_img_mask_frag_src =
 {
@@ -2263,17 +2263,17 @@ static const char const img_mask_vert_glsl[] =
    "attribute vec4 vertex;\n"
    "attribute vec4 color;\n"
    "attribute vec2 tex_coord;\n"
-   "attribute vec2 tex_coorda;\n"
+   "attribute vec2 tex_coordm;\n"
    "uniform mat4 mvp;\n"
    "varying vec4 col;\n"
    "varying vec2 coord_c;\n"
-   "varying vec2 coord_a;\n"
+   "varying vec2 coord_m;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = mvp * vertex;\n"
    "   col = color;\n"
    "   coord_c = tex_coord;\n"
-   "   coord_a = tex_coorda;\n"
+   "   coord_m = tex_coordm;\n"
    "}\n";
 Evas_GL_Program_Source shader_img_mask_vert_src =
 {
@@ -2291,12 +2291,12 @@ static const char const img_mask_nomul_frag_glsl[] =
    "#endif\n"
    "#endif\n"
    "uniform sampler2D tex;\n"
-   "uniform sampler2D texa;\n"
+   "uniform sampler2D texm;\n"
    "varying vec2 coord_c;\n"
-   "varying vec2 coord_a;\n"
+   "varying vec2 coord_m;\n"
    "void main()\n"
    "{\n"
-   "   gl_FragColor = texture2D(tex, coord_c.xy) * texture2D(texa, 
coord_a).a;\n"
+   "   gl_FragColor = texture2D(tex, coord_c.xy) * texture2D(texm, 
coord_m).a;\n"
    "}\n";
 Evas_GL_Program_Source shader_img_mask_nomul_frag_src =
 {
@@ -2311,15 +2311,15 @@ static const char const img_mask_nomul_vert_glsl[] =
    "#endif\n"
    "attribute vec4 vertex;\n"
    "attribute vec2 tex_coord;\n"
-   "attribute vec2 tex_coorda;\n"
+   "attribute vec2 tex_coordm;\n"
    "uniform mat4 mvp;\n"
    "varying vec2 coord_c;\n"
-   "varying vec2 coord_a;\n"
+   "varying vec2 coord_m;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = mvp * vertex;\n"
    "   coord_c = tex_coord;\n"
-   "   coord_a = tex_coorda;\n"
+   "   coord_m = tex_coordm;\n"
    "}\n";
 Evas_GL_Program_Source shader_img_mask_nomul_vert_src =
 {
@@ -2337,13 +2337,13 @@ static const char const img_mask_bgra_frag_glsl[] =
    "#endif\n"
    "#endif\n"
    "uniform sampler2D tex;\n"
-   "uniform sampler2D texa;\n"
+   "uniform sampler2D texm;\n"
    "varying vec4 col;\n"
    "varying vec2 coord_c;\n"
-   "varying vec2 coord_a;\n"
+   "varying vec2 coord_m;\n"
    "void main()\n"
    "{\n"
-   "   gl_FragColor = texture2D(texa, coord_a.xy).a * texture2D(tex, 
coord_c.xy) * col;\n"
+   "   gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, 
coord_c.xy) * col;\n"
    "}\n";
 Evas_GL_Program_Source shader_img_mask_bgra_frag_src =
 {
@@ -2359,17 +2359,17 @@ static const char const img_mask_bgra_vert_glsl[] =
    "attribute vec4 vertex;\n"
    "attribute vec4 color;\n"
    "attribute vec2 tex_coord;\n"
-   "attribute vec2 tex_coorda;\n"
+   "attribute vec2 tex_coordm;\n"
    "uniform mat4 mvp;\n"
    "varying vec4 col;\n"
    "varying vec2 coord_c;\n"
-   "varying vec2 coord_a;\n"
+   "varying vec2 coord_m;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = mvp * vertex;\n"
    "   col = color;\n"
    "   coord_c = tex_coord;\n"
-   "   coord_a = tex_coorda;\n"
+   "   coord_m = tex_coordm;\n"
    "}\n";
 Evas_GL_Program_Source shader_img_mask_bgra_vert_src =
 {
@@ -2387,12 +2387,12 @@ static const char const img_mask_bgra_nomul_frag_glsl[] 
=
    "#endif\n"
    "#endif\n"
    "uniform sampler2D tex;\n"
-   "uniform sampler2D texa;\n"
+   "uniform sampler2D texm;\n"
    "varying vec2 coord_c;\n"
-   "varying vec2 coord_a;\n"
+   "varying vec2 coord_m;\n"
    "void main()\n"
    "{\n"
-   "   gl_FragColor = texture2D(texa, coord_a.xy).a * texture2D(tex, 
coord_c.xy);\n"
+   "   gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, 
coord_c.xy);\n"
    "}\n";
 Evas_GL_Program_Source shader_img_mask_bgra_nomul_frag_src =
 {
@@ -2407,15 +2407,15 @@ static const char const img_mask_bgra_nomul_vert_glsl[] 
=
    "#endif\n"
    "attribute vec4 vertex;\n"
    "attribute vec2 tex_coord;\n"
-   "attribute vec2 tex_coorda;\n"
+   "attribute vec2 tex_coordm;\n"
    "uniform mat4 mvp;\n"
    "varying vec2 coord_c;\n"
-   "varying vec2 coord_a;\n"
+   "varying vec2 coord_m;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = mvp * vertex;\n"
    "   coord_c = tex_coord;\n"
-   "   coord_a = tex_coorda;\n"
+   "   coord_m = tex_coordm;\n"
    "}\n";
 Evas_GL_Program_Source shader_img_mask_bgra_nomul_vert_src =
 {
@@ -2432,9 +2432,9 @@ static const char const yuv_mask_frag_glsl[] =
    "precision mediump float;\n"
    "#endif\n"
    "#endif\n"
-   "uniform sampler2D tex, texu, texv, texa;\n"
+   "uniform sampler2D tex, texu, texv, texm;\n"
    "varying vec4 col;\n"
-   "varying vec2 tex_c, tex_c2, tex_c3, tex_a;\n"
+   "varying vec2 tex_c, tex_c2, tex_c3, tex_m;\n"
    "void main()\n"
    "{\n"
    "   float r, g, b, y, u, v;\n"
@@ -2447,7 +2447,7 @@ static const char const yuv_mask_frag_glsl[] =
    "   r = y + (1.402   * v);\n"
    "   g = y - (0.34414 * u) - (0.71414 * v);\n"
    "   b = y + (1.772   * u);\n"
-   "   gl_FragColor = vec4(r, g, b, 1.0) * texture2D(texa, tex_a.xy).a * 
col;\n"
+   "   gl_FragColor = vec4(r, g, b, 1.0) * texture2D(texm, tex_m.xy).a * 
col;\n"
    "}\n";
 Evas_GL_Program_Source shader_yuv_mask_frag_src =
 {
@@ -2462,10 +2462,10 @@ static const char const yuv_mask_vert_glsl[] =
    "#endif\n"
    "attribute vec4 vertex;\n"
    "attribute vec4 color;\n"
-   "attribute vec2 tex_coord, tex_coord2, tex_coord3, tex_coorda;\n"
+   "attribute vec2 tex_coord, tex_coord2, tex_coord3, tex_coordm;\n"
    "uniform mat4 mvp;\n"
    "varying vec4 col;\n"
-   "varying vec2 tex_c, tex_c2, tex_c3, tex_a;\n"
+   "varying vec2 tex_c, tex_c2, tex_c3, tex_m;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = mvp * vertex;\n"
@@ -2473,7 +2473,7 @@ static const char const yuv_mask_vert_glsl[] =
    "   tex_c = tex_coord;\n"
    "   tex_c2 = tex_coord2;\n"
    "   tex_c3 = tex_coord3;\n"
-   "   tex_a = tex_coorda;\n"
+   "   tex_m = tex_coordm;\n"
    "}\n";
 Evas_GL_Program_Source shader_yuv_mask_vert_src =
 {
@@ -2490,9 +2490,9 @@ static const char const nv12_mask_frag_glsl[] =
    "precision mediump float;\n"
    "#endif\n"
    "#endif\n"
-   "uniform sampler2D tex, texuv, texa;\n"
+   "uniform sampler2D tex, texuv, texm;\n"
    "varying vec4 col;\n"
-   "varying vec2 tex_c, tex_cuv, tex_a;\n"
+   "varying vec2 tex_c, tex_cuv, tex_m;\n"
    "void main()\n"
    "{\n"
    "  float y,u,v,vmu,r,g,b;\n"
@@ -2508,7 +2508,7 @@ static const char const nv12_mask_frag_glsl[] =
    "  r=y+v;\n"
    "  g=y-vmu;\n"
    "  b=y+u;\n"
-   "  gl_FragColor = vec4(r,g,b,1.0) * texture2D(texa, tex_a.xy).a * col;\n"
+   "  gl_FragColor = vec4(r,g,b,1.0) * texture2D(tex, tex_m.xy).a * col;\n"
    "}\n";
 Evas_GL_Program_Source shader_nv12_mask_frag_src =
 {
@@ -2523,17 +2523,17 @@ static const char const nv12_mask_vert_glsl[] =
    "#endif\n"
    "attribute vec4 vertex;\n"
    "attribute vec4 color;\n"
-   "attribute vec2 tex_coord, tex_coord2, tex_coorda;\n"
+   "attribute vec2 tex_coord, tex_coord2, tex_coordm;\n"
    "uniform mat4 mvp;\n"
    "varying vec4 col;\n"
-   "varying vec2 tex_c, tex_cuv, tex_a;\n"
+   "varying vec2 tex_c, tex_cuv, tex_m;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = mvp * vertex;\n"
    "   col = color;\n"
    "   tex_c = tex_coord;\n"
    "   tex_cuv = tex_coord2 * 0.5;\n"
-   "   tex_a = tex_coorda;\n"
+   "   tex_m = tex_coordm;\n"
    "}\n";
 Evas_GL_Program_Source shader_nv12_mask_vert_src =
 {
@@ -2550,9 +2550,9 @@ static const char const yuy2_mask_frag_glsl[] =
    "precision mediump float;\n"
    "#endif\n"
    "#endif\n"
-   "uniform sampler2D tex, texuv, texa;\n"
+   "uniform sampler2D tex, texuv, texm;\n"
    "varying vec4 col;\n"
-   "varying vec2 tex_c, tex_cuv, tex_a;\n"
+   "varying vec2 tex_c, tex_cuv, tex_m;\n"
    "void main()\n"
    "{\n"
    "  float y,u,v,vmu,r,g,b;\n"
@@ -2567,7 +2567,7 @@ static const char const yuy2_mask_frag_glsl[] =
    "  r=y+v;\n"
    "  g=y-vmu;\n"
    "  b=y+u;\n"
-   "  gl_FragColor = vec4(r,g,b,1.0) * texture2D(texa, tex_a.xy).a * col;\n"
+   "  gl_FragColor = vec4(r,g,b,1.0) * texture2D(texm, tex_m.xy).a * col;\n"
    "}\n";
 Evas_GL_Program_Source shader_yuy2_mask_frag_src =
 {
@@ -2582,17 +2582,17 @@ static const char const yuy2_mask_vert_glsl[] =
    "#endif\n"
    "attribute vec4 vertex;\n"
    "attribute vec4 color;\n"
-   "attribute vec2 tex_coord, tex_coord2, tex_coorda;\n"
+   "attribute vec2 tex_coord, tex_coord2, tex_coordm;\n"
    "uniform mat4 mvp;\n"
    "varying vec4 col;\n"
-   "varying vec2 tex_c, tex_cuv, tex_a;\n"
+   "varying vec2 tex_c, tex_cuv, tex_m;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = mvp * vertex;\n"
    "   col = color;\n"
    "   tex_c = tex_coord;\n"
    "   tex_cuv = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
-   "   tex_a = tex_coorda;\n"
+   "   tex_m = tex_coordm;\n"
    "}\n";
 Evas_GL_Program_Source shader_yuy2_mask_vert_src =
 {
diff --git a/src/modules/evas/engines/gl_common/shader/font_mask_frag.shd 
b/src/modules/evas/engines/gl_common/shader/font_mask_frag.shd
index 950431e..48c926c 100644
--- a/src/modules/evas/engines/gl_common/shader/font_mask_frag.shd
+++ b/src/modules/evas/engines/gl_common/shader/font_mask_frag.shd
@@ -6,12 +6,12 @@ precision mediump float;
 #endif
 #endif
 uniform sampler2D tex;
-uniform sampler2D texa;
+uniform sampler2D texm;
 varying vec4 col;
 varying vec2 tex_c;
-varying vec2 tex_a;
+varying vec2 tex_m;
 void main()
 {
-   gl_FragColor = texture2D(tex, tex_c.xy).aaaa * texture2D(texa, 
tex_a.xy).aaaa * col;
+   gl_FragColor = texture2D(tex, tex_c.xy).aaaa * texture2D(texm, 
tex_m.xy).aaaa * col;
 }
 
diff --git a/src/modules/evas/engines/gl_common/shader/font_mask_vert.shd 
b/src/modules/evas/engines/gl_common/shader/font_mask_vert.shd
index 3b5ea74..2651689 100644
--- a/src/modules/evas/engines/gl_common/shader/font_mask_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/font_mask_vert.shd
@@ -4,16 +4,16 @@ precision highp float;
 attribute vec4 vertex;
 attribute vec4 color;
 attribute vec2 tex_coord;
-attribute vec2 tex_coorda;
+attribute vec2 tex_coordm;
 uniform mat4 mvp;
 varying vec4 col;
 varying vec2 tex_c;
-varying vec2 tex_a;
+varying vec2 tex_m;
 void main()
 {
    gl_Position = mvp * vertex;
    col = color;
    tex_c = tex_coord;
-   tex_a = tex_coorda;
+   tex_m = tex_coordm;
 }
 
diff --git a/src/modules/evas/engines/gl_common/shader/img_mask_bgra_frag.shd 
b/src/modules/evas/engines/gl_common/shader/img_mask_bgra_frag.shd
index 8583474..ad56737 100644
--- a/src/modules/evas/engines/gl_common/shader/img_mask_bgra_frag.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_mask_bgra_frag.shd
@@ -6,12 +6,12 @@ precision mediump float;
 #endif
 #endif
 uniform sampler2D tex;
-uniform sampler2D texa;
+uniform sampler2D texm;
 varying vec4 col;
 varying vec2 coord_c;
-varying vec2 coord_a;
+varying vec2 coord_m;
 void main()
 {
-   gl_FragColor = texture2D(texa, coord_a.xy).a * texture2D(tex, coord_c.xy) * 
col;
+   gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, coord_c.xy) * 
col;
 }
 
diff --git 
a/src/modules/evas/engines/gl_common/shader/img_mask_bgra_nomul_frag.shd 
b/src/modules/evas/engines/gl_common/shader/img_mask_bgra_nomul_frag.shd
index 4556cde..5fc393b 100644
--- a/src/modules/evas/engines/gl_common/shader/img_mask_bgra_nomul_frag.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_mask_bgra_nomul_frag.shd
@@ -6,11 +6,11 @@ precision mediump float;
 #endif
 #endif
 uniform sampler2D tex;
-uniform sampler2D texa;
+uniform sampler2D texm;
 varying vec2 coord_c;
-varying vec2 coord_a;
+varying vec2 coord_m;
 void main()
 {
-   gl_FragColor = texture2D(texa, coord_a.xy).a * texture2D(tex, coord_c.xy);
+   gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, coord_c.xy);
 }
 
diff --git 
a/src/modules/evas/engines/gl_common/shader/img_mask_bgra_nomul_vert.shd 
b/src/modules/evas/engines/gl_common/shader/img_mask_bgra_nomul_vert.shd
index a1debf6..973402f 100644
--- a/src/modules/evas/engines/gl_common/shader/img_mask_bgra_nomul_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_mask_bgra_nomul_vert.shd
@@ -3,14 +3,14 @@ precision highp float;
 #endif
 attribute vec4 vertex;
 attribute vec2 tex_coord;
-attribute vec2 tex_coorda;
+attribute vec2 tex_coordm;
 uniform mat4 mvp;
 varying vec2 coord_c;
-varying vec2 coord_a;
+varying vec2 coord_m;
 void main()
 {
    gl_Position = mvp * vertex;
    coord_c = tex_coord;
-   coord_a = tex_coorda;
+   coord_m = tex_coordm;
 }
 
diff --git a/src/modules/evas/engines/gl_common/shader/img_mask_bgra_vert.shd 
b/src/modules/evas/engines/gl_common/shader/img_mask_bgra_vert.shd
index 3cd1740..04da2aa 100644
--- a/src/modules/evas/engines/gl_common/shader/img_mask_bgra_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_mask_bgra_vert.shd
@@ -4,16 +4,16 @@ precision highp float;
 attribute vec4 vertex;
 attribute vec4 color;
 attribute vec2 tex_coord;
-attribute vec2 tex_coorda;
+attribute vec2 tex_coordm;
 uniform mat4 mvp;
 varying vec4 col;
 varying vec2 coord_c;
-varying vec2 coord_a;
+varying vec2 coord_m;
 void main()
 {
    gl_Position = mvp * vertex;
    col = color;
    coord_c = tex_coord;
-   coord_a = tex_coorda;
+   coord_m = tex_coordm;
 }
 
diff --git a/src/modules/evas/engines/gl_common/shader/img_mask_frag.shd 
b/src/modules/evas/engines/gl_common/shader/img_mask_frag.shd
index fadbd28..34b1af9 100644
--- a/src/modules/evas/engines/gl_common/shader/img_mask_frag.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_mask_frag.shd
@@ -6,12 +6,12 @@ precision mediump float;
 #endif
 #endif
 uniform sampler2D tex;
-uniform sampler2D texa;
+uniform sampler2D texm;
 varying vec4 col;
 varying vec2 coord_c;
-varying vec2 coord_a;
+varying vec2 coord_m;
 void main()
 {
-   gl_FragColor = texture2D(texa, coord_a.xy).a * texture2D(tex, 
coord_c.xy).bgra * col;
+   gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, 
coord_c.xy).bgra * col;
 }
 
diff --git a/src/modules/evas/engines/gl_common/shader/img_mask_nomul_frag.shd 
b/src/modules/evas/engines/gl_common/shader/img_mask_nomul_frag.shd
index b93d6fb..e172ebe 100644
--- a/src/modules/evas/engines/gl_common/shader/img_mask_nomul_frag.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_mask_nomul_frag.shd
@@ -6,11 +6,11 @@ precision mediump float;
 #endif
 #endif
 uniform sampler2D tex;
-uniform sampler2D texa;
+uniform sampler2D texm;
 varying vec2 coord_c;
-varying vec2 coord_a;
+varying vec2 coord_m;
 void main()
 {
-   gl_FragColor = texture2D(tex, coord_c.xy) * texture2D(texa, coord_a).a;
+   gl_FragColor = texture2D(tex, coord_c.xy) * texture2D(texm, coord_m).a;
 }
 
diff --git a/src/modules/evas/engines/gl_common/shader/img_mask_nomul_vert.shd 
b/src/modules/evas/engines/gl_common/shader/img_mask_nomul_vert.shd
index a1debf6..973402f 100644
--- a/src/modules/evas/engines/gl_common/shader/img_mask_nomul_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_mask_nomul_vert.shd
@@ -3,14 +3,14 @@ precision highp float;
 #endif
 attribute vec4 vertex;
 attribute vec2 tex_coord;
-attribute vec2 tex_coorda;
+attribute vec2 tex_coordm;
 uniform mat4 mvp;
 varying vec2 coord_c;
-varying vec2 coord_a;
+varying vec2 coord_m;
 void main()
 {
    gl_Position = mvp * vertex;
    coord_c = tex_coord;
-   coord_a = tex_coorda;
+   coord_m = tex_coordm;
 }
 
diff --git a/src/modules/evas/engines/gl_common/shader/img_mask_vert.shd 
b/src/modules/evas/engines/gl_common/shader/img_mask_vert.shd
index 3cd1740..04da2aa 100644
--- a/src/modules/evas/engines/gl_common/shader/img_mask_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_mask_vert.shd
@@ -4,16 +4,16 @@ precision highp float;
 attribute vec4 vertex;
 attribute vec4 color;
 attribute vec2 tex_coord;
-attribute vec2 tex_coorda;
+attribute vec2 tex_coordm;
 uniform mat4 mvp;
 varying vec4 col;
 varying vec2 coord_c;
-varying vec2 coord_a;
+varying vec2 coord_m;
 void main()
 {
    gl_Position = mvp * vertex;
    col = color;
    coord_c = tex_coord;
-   coord_a = tex_coorda;
+   coord_m = tex_coordm;
 }
 
diff --git a/src/modules/evas/engines/gl_common/shader/nv12_mask_frag.shd 
b/src/modules/evas/engines/gl_common/shader/nv12_mask_frag.shd
index f78416e..aa221d1 100644
--- a/src/modules/evas/engines/gl_common/shader/nv12_mask_frag.shd
+++ b/src/modules/evas/engines/gl_common/shader/nv12_mask_frag.shd
@@ -5,9 +5,9 @@ precision highp float;
 precision mediump float;
 #endif
 #endif
-uniform sampler2D tex, texuv, texa;
+uniform sampler2D tex, texuv, texm;
 varying vec4 col;
-varying vec2 tex_c, tex_cuv, tex_a;
+varying vec2 tex_c, tex_cuv, tex_m;
 void main()
 {
   float y,u,v,vmu,r,g,b;
@@ -26,6 +26,6 @@ void main()
   g=y-vmu;
   b=y+u;
 
-  gl_FragColor = vec4(r,g,b,1.0) * texture2D(texa, tex_a.xy).a * col;
+  gl_FragColor = vec4(r,g,b,1.0) * texture2D(tex, tex_m.xy).a * col;
 }
 
diff --git a/src/modules/evas/engines/gl_common/shader/nv12_mask_vert.shd 
b/src/modules/evas/engines/gl_common/shader/nv12_mask_vert.shd
index bce12af..b77a0a5 100644
--- a/src/modules/evas/engines/gl_common/shader/nv12_mask_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/nv12_mask_vert.shd
@@ -3,15 +3,15 @@ precision highp float;
 #endif
 attribute vec4 vertex;
 attribute vec4 color;
-attribute vec2 tex_coord, tex_coord2, tex_coorda;
+attribute vec2 tex_coord, tex_coord2, tex_coordm;
 uniform mat4 mvp;
 varying vec4 col;
-varying vec2 tex_c, tex_cuv, tex_a;
+varying vec2 tex_c, tex_cuv, tex_m;
 void main()
 {
    gl_Position = mvp * vertex;
    col = color;
    tex_c = tex_coord;
    tex_cuv = tex_coord2 * 0.5;
-   tex_a = tex_coorda;
+   tex_m = tex_coordm;
 }
diff --git a/src/modules/evas/engines/gl_common/shader/yuv_mask_frag.shd 
b/src/modules/evas/engines/gl_common/shader/yuv_mask_frag.shd
index e9e32f5..3f2185a 100644
--- a/src/modules/evas/engines/gl_common/shader/yuv_mask_frag.shd
+++ b/src/modules/evas/engines/gl_common/shader/yuv_mask_frag.shd
@@ -5,9 +5,9 @@ precision highp float;
 precision mediump float;
 #endif
 #endif
-uniform sampler2D tex, texu, texv, texa;
+uniform sampler2D tex, texu, texv, texm;
 varying vec4 col;
-varying vec2 tex_c, tex_c2, tex_c3, tex_a;
+varying vec2 tex_c, tex_c2, tex_c3, tex_m;
 void main()
 {
    float r, g, b, y, u, v;
@@ -20,6 +20,6 @@ void main()
    r = y + (1.402   * v);
    g = y - (0.34414 * u) - (0.71414 * v);
    b = y + (1.772   * u);
-   gl_FragColor = vec4(r, g, b, 1.0) * texture2D(texa, tex_a.xy).a * col;
+   gl_FragColor = vec4(r, g, b, 1.0) * texture2D(texm, tex_m.xy).a * col;
 }
 
diff --git a/src/modules/evas/engines/gl_common/shader/yuv_mask_vert.shd 
b/src/modules/evas/engines/gl_common/shader/yuv_mask_vert.shd
index b398515..8a074d0 100644
--- a/src/modules/evas/engines/gl_common/shader/yuv_mask_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/yuv_mask_vert.shd
@@ -3,10 +3,10 @@ precision highp float;
 #endif
 attribute vec4 vertex;
 attribute vec4 color;
-attribute vec2 tex_coord, tex_coord2, tex_coord3, tex_coorda;
+attribute vec2 tex_coord, tex_coord2, tex_coord3, tex_coordm;
 uniform mat4 mvp;
 varying vec4 col;
-varying vec2 tex_c, tex_c2, tex_c3, tex_a;
+varying vec2 tex_c, tex_c2, tex_c3, tex_m;
 void main()
 {
    gl_Position = mvp * vertex;
@@ -14,5 +14,5 @@ void main()
    tex_c = tex_coord;
    tex_c2 = tex_coord2;
    tex_c3 = tex_coord3;
-   tex_a = tex_coorda;
+   tex_m = tex_coordm;
 }
diff --git a/src/modules/evas/engines/gl_common/shader/yuy2_mask_frag.shd 
b/src/modules/evas/engines/gl_common/shader/yuy2_mask_frag.shd
index 1b295b7..899ac1e 100644
--- a/src/modules/evas/engines/gl_common/shader/yuy2_mask_frag.shd
+++ b/src/modules/evas/engines/gl_common/shader/yuy2_mask_frag.shd
@@ -5,9 +5,9 @@ precision highp float;
 precision mediump float;
 #endif
 #endif
-uniform sampler2D tex, texuv, texa;
+uniform sampler2D tex, texuv, texm;
 varying vec4 col;
-varying vec2 tex_c, tex_cuv, tex_a;
+varying vec2 tex_c, tex_cuv, tex_m;
 void main()
 {
   float y,u,v,vmu,r,g,b;
@@ -25,6 +25,6 @@ void main()
   g=y-vmu;
   b=y+u;
 
-  gl_FragColor = vec4(r,g,b,1.0) * texture2D(texa, tex_a.xy).a * col;
+  gl_FragColor = vec4(r,g,b,1.0) * texture2D(texm, tex_m.xy).a * col;
 }
 
diff --git a/src/modules/evas/engines/gl_common/shader/yuy2_mask_vert.shd 
b/src/modules/evas/engines/gl_common/shader/yuy2_mask_vert.shd
index 7cafa14..c40a07e 100644
--- a/src/modules/evas/engines/gl_common/shader/yuy2_mask_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/yuy2_mask_vert.shd
@@ -3,15 +3,15 @@ precision highp float;
 #endif
 attribute vec4 vertex;
 attribute vec4 color;
-attribute vec2 tex_coord, tex_coord2, tex_coorda;
+attribute vec2 tex_coord, tex_coord2, tex_coordm;
 uniform mat4 mvp;
 varying vec4 col;
-varying vec2 tex_c, tex_cuv, tex_a;
+varying vec2 tex_c, tex_cuv, tex_m;
 void main()
 {
    gl_Position = mvp * vertex;
    col = color;
    tex_c = tex_coord;
    tex_cuv = vec2(tex_coord2.x * 0.5, tex_coord2.y);
-   tex_a = tex_coorda;
+   tex_m = tex_coordm;
 }

-- 


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