vulkan: Rewrite AA shaders to respect scale

The border and color shaders - the ones that do AA - now multiply their
coordinates by the scale factor, which gives them better rounding
capabilities.

This in particular improves the case where they are used in fractional
scaling situations, where the scale is defined at the root element.
This commit is contained in:
Benjamin Otte 2023-05-13 03:14:16 +02:00
parent 76634cb68b
commit 87c9503293
7 changed files with 42 additions and 20 deletions

View File

@ -5,20 +5,18 @@
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec4 inColor;
layout(location = 2) in vec4 inRect;
layout(location = 3) in vec4 inCornerWidths;
layout(location = 4) in vec4 inCornerHeights;
layout(location = 2) in RoundedRect inRect;
layout(location = 5) in vec4 inBorderWidths;
layout(location = 0) out vec4 color;
void main()
{
RoundedRect routside = RoundedRect (vec4(inRect.xy, inRect.xy + inRect.zw), inCornerWidths, inCornerHeights);
RoundedRect routside = inRect;
RoundedRect rinside = rounded_rect_shrink (routside, inBorderWidths);
float alpha = clamp (rounded_rect_coverage (routside, inPos) -
rounded_rect_coverage (rinside, inPos),
0.0, 1.0);
color = clip (inPos, vec4(inColor.rgb * inColor.a, inColor.a) * alpha);
color = clip_scaled (inPos, vec4(inColor.rgb * inColor.a, inColor.a) * alpha);
}

View File

@ -1,6 +1,7 @@
#version 420 core
#include "clip.vert.glsl"
#include "rounded-rect.glsl"
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inCornerWidths;
@ -10,9 +11,7 @@ layout(location = 4) in mat4 inBorderColors;
layout(location = 0) out vec2 outPos;
layout(location = 1) out flat vec4 outColor;
layout(location = 2) out flat vec4 outRect;
layout(location = 3) out flat vec4 outCornerWidths;
layout(location = 4) out flat vec4 outCornerHeights;
layout(location = 2) out flat RoundedRect outRect;
layout(location = 5) out flat vec4 outBorderWidths;
vec2 offsets[6] = { vec2(0.0, 0.0),
@ -97,11 +96,10 @@ void main() {
pos = mix (rect.bounds.xy, rect.bounds.zw, offsets[vert_index]);
else
pos = mix (rect.bounds.zy, rect.bounds.xw, offsets[vert_index]);
gl_Position = push.mvp * vec4 (push.scale * pos, 0.0, 1.0);
gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
outColor = inBorderColors[((gl_VertexIndex / 3 + 15) / 4) % 4];
outPos = pos;
outRect = inRect;
outCornerWidths = inCornerWidths;
outCornerHeights = inCornerHeights;
outBorderWidths = inBorderWidths;
outRect = RoundedRect(inRect.xyxy + vec4(0,0,inRect.zw), inCornerWidths, inCornerHeights);
outRect = rounded_rect_scale (outRect, push.scale);
outBorderWidths = inBorderWidths * push.scale.yxyx;
}

View File

@ -5,25 +5,41 @@
#define _CLIP_
#ifdef CLIP_ROUNDED_RECT
vec4 clip(vec2 pos, vec4 color)
vec4
clip_scaled (vec2 pos, vec4 color)
{
RoundedRect r = RoundedRect(vec4(push.clip_bounds.xy, push.clip_bounds.xy + push.clip_bounds.zw), push.clip_widths, push.clip_heights);
r = rounded_rect_scale (r, push.scale);
return color * rounded_rect_coverage (r, pos);
}
#elif defined(CLIP_RECT)
vec4 clip(vec2 pos, vec4 color)
vec4
clip_scaled (vec2 pos, vec4 color)
{
/* clipped in vertex shader already */
return color;
}
#elif defined(CLIP_NONE)
vec4 clip(vec2 pos, vec4 color)
vec4
clip_scaled (vec2 pos, vec4 color)
{
return color;
}
#else
#error "No clipping define given. Need CLIP_NONE, CLIP_RECT or CLIP_ROUNDED_RECT"
#endif
vec4
clip (vec2 pos, vec4 color)
{
return clip_scaled (pos * push.scale, color);
}
#endif

View File

@ -12,5 +12,5 @@ layout(location = 0) out vec4 color;
void main()
{
float alpha = inColor.a * rect_coverage (inRect, inPos);
color = clip (inPos, vec4(inColor.rgb, 1) * alpha);
color = clip_scaled (inPos, vec4(inColor.rgb, 1) * alpha);
}

View File

@ -21,7 +21,7 @@ void main() {
Rect rect = rect_round_larger (clip_rect (rect_from_gsk (inRect)));
vec2 pos = mix (rect.bounds.xy, rect.bounds.zw, offsets[gl_VertexIndex]);
gl_Position = push.mvp * vec4 (push.scale * pos, 0.0, 1.0);
gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
outPos = pos;
outRect = rect_from_gsk (inRect);
outColor = inColor;

View File

@ -11,7 +11,7 @@ struct Rect
Rect
rect_from_gsk (vec4 xywh)
{
return Rect(xywh.xyxy + vec4(0,0,xywh.zw));
return Rect((xywh.xyxy + vec4(0,0,xywh.zw)) * push.scale.xyxy);
}
float

View File

@ -42,6 +42,16 @@ rounded_rect_distance (RoundedRect r, vec2 p)
return max (max2.x, max2.y);
}
RoundedRect
rounded_rect_scale (RoundedRect r, vec2 scale)
{
r.bounds *= scale.xyxy;
r.corner_widths *= scale.xxxx;
r.corner_heights *= scale.yyyy;
return r;
}
RoundedRect
rounded_rect_shrink (RoundedRect r, vec4 amount)
{