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vulkan: Make border shader handle fractional widths
We were rounding widths properly, make sure we always round up.
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@ -48,46 +48,55 @@ void main() {
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vec4 corner_widths = max (inCornerWidths, inBorderWidths.wyyw);
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vec4 corner_heights = max (inCornerHeights, inBorderWidths.xxzz);
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vec4 rect;
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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 = vec4(inRect.xy, corner_widths[TOP_LEFT], corner_heights[TOP_LEFT]);
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rect = rect_from_gsk (vec4(inRect.xy, corner_widths[TOP_LEFT], corner_heights[TOP_LEFT]));
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rect = rect_round_larger (rect);
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vert_index = (vert_index + 3) % 6;
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break;
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case SLICE_TOP:
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rect = vec4(inRect.x + corner_widths[TOP_LEFT], inRect.y, inRect.z - corner_widths[TOP_LEFT] - corner_widths[TOP_RIGHT], inBorderWidths[TOP]);
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rect = rect_from_gsk (vec4(inRect.x + corner_widths[TOP_LEFT], inRect.y, inRect.z - corner_widths[TOP_LEFT] - corner_widths[TOP_RIGHT], inBorderWidths[TOP]));
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rect = rect_round_smaller_larger (rect);
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outColor = inBorderColors[TOP];
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break;
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case SLICE_TOP_RIGHT:
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rect = vec4(inRect.x + inRect.z - corner_widths[TOP_RIGHT], inRect.y, corner_widths[TOP_RIGHT], corner_heights[TOP_RIGHT]);
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rect = rect_from_gsk (vec4(inRect.x + inRect.z - corner_widths[TOP_RIGHT], inRect.y, corner_widths[TOP_RIGHT], 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 = vec4(inRect.x + inRect.z - inBorderWidths[RIGHT], inRect.y + corner_heights[TOP_RIGHT], inBorderWidths[RIGHT], inRect.w - corner_heights[TOP_RIGHT] - corner_heights[BOTTOM_RIGHT]);
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rect = rect_from_gsk (vec4(inRect.x + inRect.z - inBorderWidths[RIGHT], inRect.y + corner_heights[TOP_RIGHT], inBorderWidths[RIGHT], inRect.w - corner_heights[TOP_RIGHT] - corner_heights[BOTTOM_RIGHT]));
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rect = rect_round_larger_smaller (rect);
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outColor = inBorderColors[RIGHT];
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break;
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case SLICE_BOTTOM_RIGHT:
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rect = vec4(inRect.x + inRect.z - corner_widths[BOTTOM_RIGHT], inRect.y + inRect.w - corner_heights[BOTTOM_RIGHT], corner_widths[BOTTOM_RIGHT], corner_heights[BOTTOM_RIGHT]);
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rect = rect_from_gsk (vec4(inRect.x + inRect.z - corner_widths[BOTTOM_RIGHT], inRect.y + inRect.w - corner_heights[BOTTOM_RIGHT], corner_widths[BOTTOM_RIGHT], corner_heights[BOTTOM_RIGHT]));
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rect = rect_round_larger (rect);
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break;
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case SLICE_BOTTOM:
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rect = vec4(inRect.x + corner_widths[BOTTOM_LEFT], inRect.y + inRect.w - inBorderWidths[BOTTOM], inRect.z - corner_widths[BOTTOM_LEFT] - corner_widths[BOTTOM_RIGHT], inBorderWidths[BOTTOM]);
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rect = rect_from_gsk (vec4(inRect.x + corner_widths[BOTTOM_LEFT], inRect.y + inRect.w - inBorderWidths[BOTTOM], inRect.z - corner_widths[BOTTOM_LEFT] - corner_widths[BOTTOM_RIGHT], inBorderWidths[BOTTOM]));
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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 = vec4(inRect.x, inRect.y + inRect.w - corner_heights[BOTTOM_LEFT], corner_widths[BOTTOM_LEFT], corner_heights[BOTTOM_LEFT]);
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rect = rect_from_gsk (vec4(inRect.x, inRect.y + inRect.w - corner_heights[BOTTOM_LEFT], corner_widths[BOTTOM_LEFT], corner_heights[BOTTOM_LEFT]));
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vert_index = (vert_index + 3) % 6;
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rect = rect_round_larger (rect);
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break;
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case SLICE_LEFT:
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rect = vec4(inRect.x, inRect.y + corner_heights[TOP_LEFT], inBorderWidths[LEFT], inRect.w - corner_heights[TOP_LEFT] - corner_heights[BOTTOM_LEFT]);
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rect = rect_from_gsk (vec4(inRect.x, inRect.y + corner_heights[TOP_LEFT], inBorderWidths[LEFT], inRect.w - corner_heights[TOP_LEFT] - corner_heights[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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rect = clip (rect);
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rect = clip_rect (rect);
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vec2 pos;
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if ((slice_index % 4) != 0 || (vert_index % 3) != 2)
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pos = rect.xy + rect.zw * offsets[vert_index];
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pos = mix (rect.bounds.xy, rect.bounds.zw, offsets[vert_index]);
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else
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pos = rect.xy + rect.zw * vec2(1.0 - offsets[vert_index].x, offsets[vert_index].y);
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pos = mix (rect.bounds.zy, rect.bounds.xw, offsets[vert_index]);
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gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
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outColor = inBorderColors[((gl_VertexIndex / 3 + 15) / 4) % 4];
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outPos = pos;
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@ -24,10 +24,10 @@ clip(vec4 rect)
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}
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Rect
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clip_rect (vec4 xywh)
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clip_rect (Rect r)
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{
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/* rounded corner clipping is done in fragment shader */
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return rect_intersect (rect_from_gsk (xywh), rect_to_int (rect_from_gsk (push.clip_bounds)));
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return rect_intersect (r, rect_round_larger (rect_from_gsk (push.clip_bounds)));
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}
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#elif defined(CLIP_RECT)
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@ -39,9 +39,9 @@ clip(vec4 rect)
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}
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Rect
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clip_rect (vec4 xywh)
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clip_rect (Rect r)
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{
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return rect_intersect (rect_from_gsk (xywh), rect_to_int (rect_from_gsk (push.clip_bounds)));
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return rect_intersect (r, rect_round_larger (rect_from_gsk (push.clip_bounds)));
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}
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#elif defined(CLIP_NONE)
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@ -51,9 +51,9 @@ vec4 clip(vec4 rect)
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}
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Rect
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clip_rect (vec4 xywh)
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clip_rect (Rect r)
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{
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return rect_from_gsk (xywh);
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return r;
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}
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#else
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@ -18,7 +18,7 @@ vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 1.0) };
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void main() {
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Rect rect = rect_to_int (clip_rect (inRect));
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Rect rect = rect_round_larger (clip_rect (rect_from_gsk (inRect)));
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vec2 pos = mix (rect.bounds.xy, rect.bounds.zw, offsets[gl_VertexIndex]);
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gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
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@ -29,11 +29,23 @@ rect_size (Rect r)
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}
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Rect
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rect_to_int (Rect r)
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rect_round_larger (Rect r)
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{
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return Rect (vec4 (floor(r.bounds.xy), ceil (r.bounds.zw)));
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}
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Rect
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rect_round_larger_smaller (Rect r)
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{
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return Rect (mix (floor(r.bounds), ceil (r.bounds), bvec4(0, 1, 1, 0)));
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}
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Rect
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rect_round_smaller_larger (Rect r)
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{
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return Rect (mix (floor(r.bounds), ceil (r.bounds), bvec4(1, 0, 0, 1)));
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}
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Rect
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rect_intersect (Rect a, Rect b)
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{
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