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gsk: Handle straight-alpha dmabufs
This omission was noticed by Benjamin Otte. Add a premultiply uniform to the external shader, and add a separate premultiply shader for the non-external case.
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@ -1605,7 +1605,6 @@ gsk_gl_command_queue_do_upload_texture_chunk (GskGLCommandQueue *self,
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start_time = GDK_PROFILER_CURRENT_TIME;
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start_time = GDK_PROFILER_CURRENT_TIME;
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}
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}
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glPixelStorei (GL_UNPACK_ALIGNMENT, gdk_memory_format_alignment (data_format));
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glPixelStorei (GL_UNPACK_ALIGNMENT, gdk_memory_format_alignment (data_format));
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/* GL_UNPACK_ROW_LENGTH is available on desktop GL, OpenGL ES >= 3.0, or if
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/* GL_UNPACK_ROW_LENGTH is available on desktop GL, OpenGL ES >= 3.0, or if
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@ -807,6 +807,8 @@ gsk_gl_driver_import_dmabuf_texture (GskGLDriver *self,
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GskGLRenderTarget *render_target;
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GskGLRenderTarget *render_target;
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guint prev_fbo;
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guint prev_fbo;
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gboolean external;
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gboolean external;
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GdkMemoryFormat format;
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gboolean premultiply;
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gdk_gl_context_make_current (context);
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gdk_gl_context_make_current (context);
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@ -822,6 +824,8 @@ gsk_gl_driver_import_dmabuf_texture (GskGLDriver *self,
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}
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}
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dmabuf = gdk_dmabuf_texture_get_dmabuf (texture);
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dmabuf = gdk_dmabuf_texture_get_dmabuf (texture);
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format = gdk_texture_get_format (GDK_TEXTURE (texture));
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premultiply = gdk_memory_format_alpha (format) == GDK_MEMORY_ALPHA_STRAIGHT;
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texture_id = gdk_gl_context_import_dmabuf (context,
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texture_id = gdk_gl_context_import_dmabuf (context,
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width, height,
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width, height,
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@ -830,12 +834,15 @@ gsk_gl_driver_import_dmabuf_texture (GskGLDriver *self,
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if (texture_id == 0)
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if (texture_id == 0)
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return 0;
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return 0;
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if (!external)
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if (!external && !premultiply)
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return texture_id;
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return texture_id;
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gsk_gl_driver_autorelease_texture (self, texture_id);
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gsk_gl_driver_autorelease_texture (self, texture_id);
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if (external)
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program = self->external;
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program = self->external;
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else
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program = self->premultiply;
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if (!gsk_gl_driver_create_render_target (self, width, height, GL_RGBA8, &render_target))
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if (!gsk_gl_driver_create_render_target (self, width, height, GL_RGBA8, &render_target))
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return texture_id;
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return texture_id;
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@ -849,10 +856,21 @@ gsk_gl_driver_import_dmabuf_texture (GskGLDriver *self,
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set_viewport_for_size (self, program, width, height);
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set_viewport_for_size (self, program, width, height);
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reset_modelview (self, program);
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reset_modelview (self, program);
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if (external)
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{
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gsk_gl_program_set_uniform_texture (program,
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gsk_gl_program_set_uniform_texture (program,
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UNIFORM_EXTERNAL_SOURCE, 0,
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UNIFORM_EXTERNAL_SOURCE, 0,
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GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE0, texture_id);
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GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE0, texture_id);
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gsk_gl_program_set_uniform1i (program, UNIFORM_PREMULTIPLY, 0, premultiply);
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}
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else
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{
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gsk_gl_program_set_uniform_texture (program,
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UNIFORM_SHARED_SOURCE, 0,
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GL_TEXTURE_2D, GL_TEXTURE0, texture_id);
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}
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draw_rect (self->command_queue, 0, 0, width, height);
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draw_rect (self->command_queue, 0, 0, width, height);
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gsk_gl_command_queue_end_draw (self->command_queue);
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gsk_gl_command_queue_end_draw (self->command_queue);
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@ -96,4 +96,9 @@ GSK_GL_DEFINE_PROGRAM (unblurred_outset_shadow,
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GSK_GL_DEFINE_PROGRAM_NO_CLIP (external,
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GSK_GL_DEFINE_PROGRAM_NO_CLIP (external,
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GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("external.glsl")),
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GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("external.glsl")),
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GSK_GL_ADD_UNIFORM (1, EXTERNAL_SOURCE, u_external_source))
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GSK_GL_ADD_UNIFORM (1, EXTERNAL_SOURCE, u_external_source)
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GSK_GL_ADD_UNIFORM (2, PREMULTIPLY, u_premultiply))
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GSK_GL_DEFINE_PROGRAM_NO_CLIP (premultiply,
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GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("premultiply.glsl")),
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GSK_GL_NO_UNIFORMS)
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@ -17,6 +17,8 @@ uniform samplerExternalOES u_external_source;
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uniform sampler2D u_external_source;
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uniform sampler2D u_external_source;
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#endif
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#endif
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uniform int u_premultiply;
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void main() {
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void main() {
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/* Open-code this here, since GskTexture() expects a sampler2D */
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/* Open-code this here, since GskTexture() expects a sampler2D */
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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@ -24,5 +26,9 @@ void main() {
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#else
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#else
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vec4 color = texture(u_external_source, vUv);
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vec4 color = texture(u_external_source, vUv);
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#endif
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#endif
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if (u_premultiply == 1)
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color.rgb *= color.a;
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gskSetOutputColor(color);
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gskSetOutputColor(color);
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}
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}
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19
gsk/gl/resources/premultiply.glsl
Normal file
19
gsk/gl/resources/premultiply.glsl
Normal file
@ -0,0 +1,19 @@
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// VERTEX_SHADER:
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// premultiply.glsl
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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// FRAGMENT_SHADER:
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// premultiply.glsl
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void main() {
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vec4 color = GskTexture(u_source, vUv);
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color.rgb *= color.a;
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gskSetOutputColor(color);
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}
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@ -21,6 +21,7 @@ gsk_private_gl_shaders = [
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'gl/resources/filled_border.glsl',
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'gl/resources/filled_border.glsl',
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'gl/resources/mask.glsl',
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'gl/resources/mask.glsl',
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'gl/resources/external.glsl',
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'gl/resources/external.glsl',
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'gl/resources/premultiply.glsl',
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]
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]
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gsk_public_sources = files([
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gsk_public_sources = files([
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