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gpu: Add a color matrix shader
This allows avoiding the uber shader in 2 important cases: 1. opacity - and Adwaita uses that a lot 2. color-matrix - it's used for symbolic icons
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109
gsk/gpu/gskgpucolormatrixop.c
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109
gsk/gpu/gskgpucolormatrixop.c
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@ -0,0 +1,109 @@
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#include "config.h"
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#include "gskgpucolormatrixopprivate.h"
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#include "gskgpuframeprivate.h"
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#include "gskgpuprintprivate.h"
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#include "gskrectprivate.h"
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#include "gpu/shaders/gskgpucolormatrixinstance.h"
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typedef struct _GskGpuColorMatrixOp GskGpuColorMatrixOp;
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struct _GskGpuColorMatrixOp
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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_color_matrix_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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GskGpuColormatrixInstance *instance;
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instance = (GskGpuColormatrixInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
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gsk_gpu_print_op (string, indent, "color-matrix");
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gsk_gpu_print_rect (string, instance->rect);
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gsk_gpu_print_image_descriptor (string, shader->desc, instance->tex_id);
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gsk_gpu_print_newline (string);
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}
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static const GskGpuShaderOpClass GSK_GPU_COLOR_MATRIX_OP_CLASS = {
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{
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GSK_GPU_OP_SIZE (GskGpuColorMatrixOp),
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GSK_GPU_STAGE_SHADER,
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gsk_gpu_shader_op_finish,
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gsk_gpu_color_matrix_op_print,
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#ifdef GDK_RENDERING_VULKAN
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gsk_gpu_shader_op_vk_command,
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#endif
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gsk_gpu_shader_op_gl_command
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},
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"gskgpucolormatrix",
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sizeof (GskGpuColormatrixInstance),
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#ifdef GDK_RENDERING_VULKAN
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&gsk_gpu_colormatrix_info,
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#endif
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gsk_gpu_colormatrix_setup_vao
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};
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void
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gsk_gpu_color_matrix_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuDescriptors *desc,
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guint32 descriptor,
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const graphene_rect_t *rect,
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const graphene_point_t *offset,
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const graphene_rect_t *tex_rect,
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const graphene_matrix_t *color_matrix,
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const graphene_vec4_t *color_offset)
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{
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GskGpuColormatrixInstance *instance;
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_COLOR_MATRIX_OP_CLASS,
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clip,
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desc,
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&instance);
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gsk_gpu_rect_to_float (rect, offset, instance->rect);
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gsk_gpu_rect_to_float (tex_rect, offset, instance->tex_rect);
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instance->tex_id = descriptor;
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graphene_matrix_to_float (color_matrix, instance->color_matrix);
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graphene_vec4_to_float (color_offset, instance->color_offset);
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}
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void
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gsk_gpu_color_matrix_op_opacity (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuDescriptors *desc,
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guint32 descriptor,
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const graphene_rect_t *rect,
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const graphene_point_t *offset,
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const graphene_rect_t *tex_rect,
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float opacity)
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{
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graphene_matrix_t matrix;
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graphene_matrix_init_from_float (&matrix,
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(float[16]) {
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, opacity
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});
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gsk_gpu_color_matrix_op (frame,
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clip,
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desc,
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descriptor,
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rect,
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offset,
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tex_rect,
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&matrix,
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graphene_vec4_zero ());
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}
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29
gsk/gpu/gskgpucolormatrixopprivate.h
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29
gsk/gpu/gskgpucolormatrixopprivate.h
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@ -0,0 +1,29 @@
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#pragma once
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#include "gskgpushaderopprivate.h"
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#include <graphene.h>
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G_BEGIN_DECLS
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void gsk_gpu_color_matrix_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuDescriptors *desc,
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guint32 descriptor,
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const graphene_rect_t *rect,
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const graphene_point_t *offset,
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const graphene_rect_t *tex_rect,
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const graphene_matrix_t *color_matrix,
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const graphene_vec4_t *color_offset);
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void gsk_gpu_color_matrix_op_opacity (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GskGpuDescriptors *desc,
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guint32 descriptor,
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const graphene_rect_t *rect,
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const graphene_point_t *offset,
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const graphene_rect_t *tex_rect,
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float opacity);
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G_END_DECLS
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@ -9,6 +9,7 @@
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#include "gskgpuclearopprivate.h"
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#include "gskgpuclipprivate.h"
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#include "gskgpucolorizeopprivate.h"
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#include "gskgpucolormatrixopprivate.h"
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#include "gskgpucoloropprivate.h"
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#include "gskgpudescriptorsprivate.h"
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#include "gskgpudeviceprivate.h"
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@ -918,8 +919,36 @@ static void
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gsk_gpu_node_processor_add_without_opacity (GskGpuNodeProcessor *self,
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GskRenderNode *node)
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{
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GskGpuImage *image;
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guint32 descriptor;
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graphene_rect_t tex_rect;
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gsk_gpu_node_processor_sync_globals (self, 0);
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gsk_gpu_node_processor_add_node_as_pattern (self, node);
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if (gsk_gpu_node_processor_try_node_as_pattern (self, node))
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return;
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image = gsk_gpu_node_processor_get_node_as_image (self,
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0,
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GSK_GPU_IMAGE_STRAIGHT_ALPHA,
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NULL,
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node,
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&tex_rect);
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if (image == NULL)
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return;
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descriptor = gsk_gpu_node_processor_add_image (self, image, GSK_GPU_SAMPLER_DEFAULT);
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gsk_gpu_color_matrix_op_opacity (self->frame,
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gsk_gpu_clip_get_shader_clip (&self->clip, &self->offset, &node->bounds),
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self->desc,
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descriptor,
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&node->bounds,
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&self->offset,
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&tex_rect,
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self->opacity);
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g_object_unref (image);
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}
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static void
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@ -2176,6 +2205,56 @@ gsk_gpu_node_processor_create_opacity_pattern (GskGpuPatternWriter *self,
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return TRUE;
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}
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static void
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gsk_gpu_node_processor_add_color_matrix_node (GskGpuNodeProcessor *self,
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GskRenderNode *node)
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{
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GskGpuImage *image;
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guint32 descriptor;
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GskRenderNode *child;
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graphene_matrix_t opacity_matrix;
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const graphene_matrix_t *color_matrix;
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graphene_rect_t tex_rect;
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child = gsk_color_matrix_node_get_child (node);
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color_matrix = gsk_color_matrix_node_get_color_matrix (node);
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if (self->opacity < 1.0f)
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{
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graphene_matrix_init_from_float (&opacity_matrix,
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(float[16]) {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, self->opacity
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});
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graphene_matrix_multiply (&opacity_matrix, color_matrix, &opacity_matrix);
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color_matrix = &opacity_matrix;
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}
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image = gsk_gpu_node_processor_get_node_as_image (self,
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0,
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GSK_GPU_IMAGE_STRAIGHT_ALPHA,
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NULL,
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child,
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&tex_rect);
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if (image == NULL)
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return;
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descriptor = gsk_gpu_node_processor_add_image (self, image, GSK_GPU_SAMPLER_DEFAULT);
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gsk_gpu_color_matrix_op (self->frame,
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gsk_gpu_clip_get_shader_clip (&self->clip, &self->offset, &node->bounds),
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self->desc,
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descriptor,
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&node->bounds,
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&self->offset,
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&tex_rect,
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color_matrix,
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gsk_color_matrix_node_get_color_offset (node));
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g_object_unref (image);
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}
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static gboolean
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gsk_gpu_node_processor_create_color_matrix_pattern (GskGpuPatternWriter *self,
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GskRenderNode *node)
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@ -2414,7 +2493,7 @@ static const struct
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[GSK_COLOR_MATRIX_NODE] = {
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0,
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GSK_GPU_HANDLE_OPACITY,
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gsk_gpu_node_processor_add_node_as_pattern,
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gsk_gpu_node_processor_add_color_matrix_node,
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gsk_gpu_node_processor_create_color_matrix_pattern
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},
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[GSK_REPEAT_NODE] = {
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58
gsk/gpu/shaders/gskgpucolormatrix.glsl
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58
gsk/gpu/shaders/gskgpucolormatrix.glsl
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@ -0,0 +1,58 @@
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#include "common.glsl"
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PASS_FLAT(0) mat4 _color_matrix;
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PASS_FLAT(4) vec4 _color_offset;
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PASS(5) vec2 _pos;
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PASS_FLAT(6) Rect _rect;
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PASS(7) vec2 _tex_coord;
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PASS_FLAT(8) uint _tex_id;
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#ifdef GSK_VERTEX_SHADER
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IN(0) mat4 in_color_matrix;
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IN(4) vec4 in_color_offset;
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IN(5) vec4 in_rect;
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IN(6) vec4 in_tex_rect;
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IN(7) uint in_tex_id;
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void
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run (out vec2 pos)
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{
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Rect r = rect_from_gsk (in_rect);
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pos = rect_get_position (r);
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_pos = pos;
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_rect = r;
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_tex_coord = rect_get_coord (rect_from_gsk (in_tex_rect), pos);
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_tex_id = in_tex_id;
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_color_matrix = in_color_matrix;
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_color_offset = in_color_offset;
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}
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#endif
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#ifdef GSK_FRAGMENT_SHADER
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void
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run (out vec4 color,
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out vec2 position)
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{
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#if 0
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vec4 pixel = gsk_texture_straight_alpha (_tex_id, _tex_coord);
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#else
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vec4 pixel = gsk_texture (_tex_id, _tex_coord);
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pixel = color_unpremultiply (pixel);
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#endif
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pixel = _color_matrix * pixel + _color_offset;
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pixel = clamp (pixel, 0.0, 1.0);
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color = color_premultiply (pixel) * rect_coverage (_rect, _pos);
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position = _pos;
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}
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#endif
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@ -17,6 +17,7 @@ gsk_private_gpu_shaders = files([
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'gskgpuboxshadow.glsl',
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'gskgpucolor.glsl',
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'gskgpucolorize.glsl',
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'gskgpucolormatrix.glsl',
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'gskgpuroundedcolor.glsl',
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'gskgpustraightalpha.glsl',
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'gskgputexture.glsl',
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@ -81,6 +81,7 @@ gsk_private_sources = files([
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'gpu/gskgpuclearop.c',
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'gpu/gskgpuclip.c',
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'gpu/gskgpucolorizeop.c',
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'gpu/gskgpucolormatrixop.c',
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'gpu/gskgpucolorop.c',
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'gpu/gskgpudescriptors.c',
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'gpu/gskgpudownloadop.c',
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