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gpu: Add a border shader
Pretty much a copy of the Vulkan border shader. A notable change is that the input arguments are changed, because GL gets confused if you put a mat4 at the end.
This commit is contained in:
parent
16c804c5e3
commit
3efe1bef93
132
gsk/gpu/gskgpuborderop.c
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132
gsk/gpu/gskgpuborderop.c
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@ -0,0 +1,132 @@
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#include "config.h"
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#include "gskgpuborderopprivate.h"
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#include "gskgpuframeprivate.h"
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#include "gskgpuprintprivate.h"
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#include "gskgpushaderopprivate.h"
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#include "gsk/gskroundedrectprivate.h"
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#include "gpu/shaders/gskgpuborderinstance.h"
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typedef struct _GskGpuBorderOp GskGpuBorderOp;
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struct _GskGpuBorderOp
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{
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GskGpuShaderOp op;
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};
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static void
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gsk_gpu_border_op_finish (GskGpuOp *op)
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{
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}
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static gboolean
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color_equal (const float *color1,
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const float *color2)
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{
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return gdk_rgba_equal (&(GdkRGBA) { color1[0], color1[1], color1[2], color1[3] },
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&(GdkRGBA) { color1[0], color1[1], color1[2], color1[3] });
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}
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static void
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gsk_gpu_border_op_print (GskGpuOp *op,
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GskGpuFrame *frame,
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GString *string,
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guint indent)
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{
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GskGpuShaderOp *shader = (GskGpuShaderOp *) op;
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GskGpuBorderInstance *instance;
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instance = (GskGpuBorderInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
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gsk_gpu_print_op (string, indent, "border");
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gsk_gpu_print_rounded_rect (string, instance->outline);
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gsk_gpu_print_rgba (string, (const float *) &instance->border_colors[0]);
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if (!color_equal (&instance->border_colors[12], &instance->border_colors[0]) ||
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!color_equal (&instance->border_colors[8], &instance->border_colors[0]) ||
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!color_equal (&instance->border_colors[4], &instance->border_colors[0]))
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{
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gsk_gpu_print_rgba (string, &instance->border_colors[4]);
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gsk_gpu_print_rgba (string, &instance->border_colors[8]);
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gsk_gpu_print_rgba (string, &instance->border_colors[12]);
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}
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g_string_append_printf (string, "%g ", instance->border_widths[0]);
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if (instance->border_widths[0] != instance->border_widths[1] ||
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instance->border_widths[0] != instance->border_widths[2] ||
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instance->border_widths[0] != instance->border_widths[3])
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{
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g_string_append_printf (string, "%g %g %g ",
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instance->border_widths[1],
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instance->border_widths[2],
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instance->border_widths[3]);
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}
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gsk_gpu_print_newline (string);
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}
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#ifdef GDK_RENDERING_VULKAN
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static GskGpuOp *
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gsk_gpu_border_op_vk_command (GskGpuOp *op,
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GskGpuFrame *frame,
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VkRenderPass render_pass,
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VkFormat format,
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VkCommandBuffer command_buffer)
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{
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return gsk_gpu_shader_op_vk_command_n (op, frame, render_pass, format, command_buffer, 8);
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}
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#endif
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static GskGpuOp *
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gsk_gpu_border_op_gl_command (GskGpuOp *op,
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GskGpuFrame *frame,
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gsize flip_y)
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{
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return gsk_gpu_shader_op_gl_command_n (op, frame, flip_y, 8);
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}
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static const GskGpuShaderOpClass GSK_GPU_BORDER_OP_CLASS = {
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{
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GSK_GPU_OP_SIZE (GskGpuBorderOp),
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GSK_GPU_STAGE_SHADER,
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gsk_gpu_border_op_finish,
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gsk_gpu_border_op_print,
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#ifdef GDK_RENDERING_VULKAN
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gsk_gpu_border_op_vk_command,
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#endif
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gsk_gpu_border_op_gl_command
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},
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"gskgpuborder",
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sizeof (GskGpuBorderInstance),
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#ifdef GDK_RENDERING_VULKAN
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&gsk_gpu_border_info,
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#endif
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gsk_gpu_border_setup_vao
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};
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void
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gsk_gpu_border_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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const GskRoundedRect *outline,
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const graphene_point_t *offset,
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const float widths[4],
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const GdkRGBA colors[4])
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{
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GskGpuBorderInstance *instance;
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guint i;
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_BORDER_OP_CLASS,
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clip,
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&instance);
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gsk_rounded_rect_to_float (outline, offset, instance->outline);
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for (i = 0; i < 4; i++)
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{
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instance->border_widths[i] = widths[i];
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gsk_gpu_rgba_to_float (&colors[i], &instance->border_colors[4 * i]);
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}
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}
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19
gsk/gpu/gskgpuborderopprivate.h
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19
gsk/gpu/gskgpuborderopprivate.h
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@ -0,0 +1,19 @@
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#pragma once
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#include "gskgputypesprivate.h"
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#include "gsktypes.h"
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#include <graphene.h>
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G_BEGIN_DECLS
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void gsk_gpu_border_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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const GskRoundedRect *outline,
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const graphene_point_t *offset,
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const float widths[4],
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const GdkRGBA colors[4]);
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G_END_DECLS
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@ -2,6 +2,7 @@
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#include "gskgpunodeprocessorprivate.h"
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#include "gskgpunodeprocessorprivate.h"
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#include "gskgpuborderopprivate.h"
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#include "gskgpuclipprivate.h"
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#include "gskgpuclipprivate.h"
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#include "gskgpudeviceprivate.h"
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#include "gskgpudeviceprivate.h"
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#include "gskgpuframeprivate.h"
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#include "gskgpuframeprivate.h"
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@ -696,6 +697,18 @@ gsk_gpu_node_processor_create_color_pattern (GskGpuNodeProcessor *self,
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return TRUE;
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return TRUE;
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}
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}
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static void
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gsk_gpu_node_processor_add_border_node (GskGpuNodeProcessor *self,
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GskRenderNode *node)
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{
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gsk_gpu_border_op (self->frame,
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gsk_gpu_clip_get_shader_clip (&self->clip, &self->offset, &node->bounds),
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gsk_border_node_get_outline (node),
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&self->offset,
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gsk_border_node_get_widths (node),
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gsk_border_node_get_colors (node));
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}
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static void
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static void
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gsk_gpu_node_processor_add_texture_node (GskGpuNodeProcessor *self,
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gsk_gpu_node_processor_add_texture_node (GskGpuNodeProcessor *self,
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GskRenderNode *node)
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GskRenderNode *node)
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@ -1042,7 +1055,7 @@ static const struct
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},
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},
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[GSK_BORDER_NODE] = {
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[GSK_BORDER_NODE] = {
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0,
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0,
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NULL,
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gsk_gpu_node_processor_add_border_node,
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NULL,
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NULL,
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},
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},
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[GSK_TEXTURE_NODE] = {
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[GSK_TEXTURE_NODE] = {
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@ -70,5 +70,15 @@ GskGpuOp * gsk_gpu_shader_op_gl_command (GskGpuO
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GskGpuFrame *frame,
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GskGpuFrame *frame,
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gsize flip_y);
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gsize flip_y);
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static inline void
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gsk_gpu_rgba_to_float (const GdkRGBA *rgba,
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float values[4])
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{
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values[0] = rgba->red;
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values[1] = rgba->green;
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values[2] = rgba->blue;
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values[3] = rgba->alpha;
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}
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G_END_DECLS
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G_END_DECLS
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@ -51,6 +51,66 @@ rect_get_position (Rect rect)
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return pos;
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return pos;
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}
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}
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vec2
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border_get_position (RoundedRect outline,
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vec4 border_widths)
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{
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uint slice_index = uint (GSK_VERTEX_INDEX) / 6u;
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uint vert_index = uint (GSK_VERTEX_INDEX) % 6u;
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vec4 corner_widths = max (outline.corner_widths, border_widths.wyyw);
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vec4 corner_heights = max (outline.corner_heights, border_widths.xxzz);
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Rect rect;
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switch (slice_index)
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{
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case SLICE_TOP_LEFT:
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rect = Rect (outline.bounds.xyxy + vec4 (0.0, 0.0, corner_widths[TOP_LEFT], corner_heights[TOP_LEFT]));
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rect = rect_round_larger (rect);
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rect.bounds = rect.bounds.xwzy;
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break;
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case SLICE_TOP:
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rect = Rect (vec4 (outline.bounds.x + corner_widths[TOP_LEFT], outline.bounds.y,
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outline.bounds.z - corner_widths[TOP_RIGHT], outline.bounds.y + border_widths[TOP]));
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rect = rect_round_smaller_larger (rect);
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break;
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case SLICE_TOP_RIGHT:
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rect = Rect (outline.bounds.zyzy + vec4 (- corner_widths[TOP_RIGHT], 0.0, 0.0, corner_heights[TOP_RIGHT]));
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rect = rect_round_larger (rect);
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break;
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case SLICE_RIGHT:
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rect = Rect (vec4 (outline.bounds.z - border_widths[RIGHT], outline.bounds.y + corner_widths[TOP_RIGHT],
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outline.bounds.z, outline.bounds.w - corner_widths[BOTTOM_RIGHT]));
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rect = rect_round_larger_smaller (rect);
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break;
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case SLICE_BOTTOM_RIGHT:
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rect = Rect (outline.bounds.zwzw + vec4 (- corner_widths[BOTTOM_RIGHT], - corner_heights[BOTTOM_RIGHT], 0.0, 0.0));
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rect = rect_round_larger (rect);
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rect.bounds = rect.bounds.zyxw;
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break;
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case SLICE_BOTTOM:
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rect = Rect (vec4 (outline.bounds.x + corner_widths[BOTTOM_LEFT], outline.bounds.w - border_widths[BOTTOM],
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outline.bounds.z - corner_widths[BOTTOM_RIGHT], outline.bounds.w));
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rect = rect_round_smaller_larger (rect);
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break;
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case SLICE_BOTTOM_LEFT:
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rect = Rect (outline.bounds.xwxw + vec4 (0.0, - corner_heights[BOTTOM_LEFT], corner_widths[BOTTOM_LEFT], 0.0));
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rect = rect_round_larger (rect);
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rect.bounds = rect.bounds.zwxy;
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break;
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case SLICE_LEFT:
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rect = Rect (vec4 (outline.bounds.x + border_widths[LEFT], outline.bounds.y + corner_widths[TOP_LEFT],
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outline.bounds.x, outline.bounds.w - corner_widths[BOTTOM_LEFT]));
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rect = rect_round_larger_smaller (rect);
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break;
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}
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vec2 pos = mix (rect.bounds.xy, rect.bounds.zw, offsets[vert_index]);
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return pos;
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}
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vec2
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vec2
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scale_tex_coord (vec2 in_pos,
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scale_tex_coord (vec2 in_pos,
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Rect in_rect,
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Rect in_rect,
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@ -17,4 +17,23 @@
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#define GSK_GPU_PATTERN_REPEATING_RADIAL_GRADIENT 9u
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#define GSK_GPU_PATTERN_REPEATING_RADIAL_GRADIENT 9u
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#define GSK_GPU_PATTERN_CONIC_GRADIENT 10u
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#define GSK_GPU_PATTERN_CONIC_GRADIENT 10u
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#define TOP 0u
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#define RIGHT 1u
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#define BOTTOM 2u
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#define LEFT 3u
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#define TOP_LEFT 0u
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#define TOP_RIGHT 1u
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#define BOTTOM_RIGHT 2u
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#define BOTTOM_LEFT 3u
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#define SLICE_TOP_LEFT 0u
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#define SLICE_TOP 1u
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#define SLICE_TOP_RIGHT 2u
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#define SLICE_RIGHT 3u
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#define SLICE_BOTTOM_RIGHT 4u
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#define SLICE_BOTTOM 5u
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#define SLICE_BOTTOM_LEFT 6u
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#define SLICE_LEFT 7u
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#endif
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#endif
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84
gsk/gpu/shaders/gskgpuborder.glsl
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84
gsk/gpu/shaders/gskgpuborder.glsl
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#include "common.glsl"
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PASS(0) vec2 _pos;
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PASS_FLAT(1) vec4 _color;
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PASS_FLAT(2) RoundedRect _outside;
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PASS_FLAT(5) RoundedRect _inside;
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#ifdef GSK_VERTEX_SHADER
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IN(0) mat4 in_border_colors;
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IN(4) mat3x4 in_outline;
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IN(7) vec4 in_border_widths;
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vec4
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compute_color (void)
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{
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uint triangle_index = uint (GSK_VERTEX_INDEX) / 3u;
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uint index;
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switch (triangle_index)
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{
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case 2u * SLICE_TOP_LEFT + 1u:
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case 2u * SLICE_TOP:
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case 2u * SLICE_TOP + 1u:
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case 2u * SLICE_TOP_RIGHT:
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index = TOP;
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break;
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case 2u * SLICE_TOP_RIGHT + 1u:
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case 2u * SLICE_RIGHT:
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case 2u * SLICE_RIGHT + 1u:
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case 2u * SLICE_BOTTOM_RIGHT:
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index = RIGHT;
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break;
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case 2u * SLICE_BOTTOM_RIGHT + 1u:
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case 2u * SLICE_BOTTOM:
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case 2u * SLICE_BOTTOM + 1u:
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case 2u * SLICE_BOTTOM_LEFT:
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index = BOTTOM;
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break;
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case 2u * SLICE_BOTTOM_LEFT + 1u:
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case 2u * SLICE_LEFT:
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case 2u * SLICE_LEFT + 1u:
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case 2u * SLICE_TOP_LEFT:
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index = LEFT;
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break;
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}
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return color_premultiply (in_border_colors[index]);
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}
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void
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run (out vec2 pos)
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{
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vec4 border_widths = in_border_widths * push.scale.yxyx;
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RoundedRect outside = rounded_rect_from_gsk (in_outline);
|
||||||
|
RoundedRect inside = rounded_rect_shrink (outside, border_widths);
|
||||||
|
|
||||||
|
pos = border_get_position (outside, border_widths);
|
||||||
|
|
||||||
|
_pos = pos;
|
||||||
|
_color = compute_color ();
|
||||||
|
_outside = outside;
|
||||||
|
_inside = inside;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef GSK_FRAGMENT_SHADER
|
||||||
|
|
||||||
|
void
|
||||||
|
run (out vec4 color,
|
||||||
|
out vec2 position)
|
||||||
|
{
|
||||||
|
float alpha = clamp (rounded_rect_coverage (_outside, _pos) -
|
||||||
|
rounded_rect_coverage (_inside, _pos),
|
||||||
|
0.0, 1.0);
|
||||||
|
|
||||||
|
position = _pos;
|
||||||
|
color = _color * alpha;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
@ -12,8 +12,9 @@ gsk_private_gpu_include_shaders = files([
|
|||||||
])
|
])
|
||||||
|
|
||||||
gsk_private_gpu_shaders = files([
|
gsk_private_gpu_shaders = files([
|
||||||
'gskgpuuber.glsl',
|
'gskgpuborder.glsl',
|
||||||
'gskgputexture.glsl',
|
'gskgputexture.glsl',
|
||||||
|
'gskgpuuber.glsl',
|
||||||
])
|
])
|
||||||
|
|
||||||
gsk_private_gpu_shader_headers = []
|
gsk_private_gpu_shader_headers = []
|
||||||
|
@ -72,6 +72,7 @@ gsk_private_sources = files([
|
|||||||
'gpu/gskglframe.c',
|
'gpu/gskglframe.c',
|
||||||
'gpu/gskglimage.c',
|
'gpu/gskglimage.c',
|
||||||
'gpu/gskgpublitop.c',
|
'gpu/gskgpublitop.c',
|
||||||
|
'gpu/gskgpuborderop.c',
|
||||||
'gpu/gskgpubuffer.c',
|
'gpu/gskgpubuffer.c',
|
||||||
'gpu/gskgpubufferwriter.c',
|
'gpu/gskgpubufferwriter.c',
|
||||||
'gpu/gskgpuclip.c',
|
'gpu/gskgpuclip.c',
|
||||||
|
Loading…
Reference in New Issue
Block a user