gpu: Add a cross-fade shader

This commit is contained in:
Benjamin Otte 2023-12-30 06:41:11 +01:00
parent 2a5f6fdde5
commit b9651606d3
6 changed files with 257 additions and 1 deletions

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@ -0,0 +1,84 @@
#include "config.h"
#include "gskgpucrossfadeopprivate.h"
#include "gskgpuframeprivate.h"
#include "gskgpuprintprivate.h"
#include "gskrectprivate.h"
#include "gpu/shaders/gskgpucrossfadeinstance.h"
typedef struct _GskGpuCrossFadeOp GskGpuCrossFadeOp;
struct _GskGpuCrossFadeOp
{
GskGpuShaderOp op;
};
static void
gsk_gpu_cross_fade_op_print (GskGpuOp *op,
GskGpuFrame *frame,
GString *string,
guint indent)
{
GskGpuShaderOp *shader = (GskGpuShaderOp *) op;
GskGpuCrossfadeInstance *instance;
instance = (GskGpuCrossfadeInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
gsk_gpu_print_op (string, indent, "cross-fade");
gsk_gpu_print_rect (string, instance->rect);
gsk_gpu_print_image_descriptor (string, shader->desc, instance->start_id);
gsk_gpu_print_image_descriptor (string, shader->desc, instance->end_id);
g_string_append_printf (string, "%g%%", 100 * instance->opacity_progress[1]);
gsk_gpu_print_newline (string);
}
static const GskGpuShaderOpClass GSK_GPU_CROSS_FADE_OP_CLASS = {
{
GSK_GPU_OP_SIZE (GskGpuCrossFadeOp),
GSK_GPU_STAGE_SHADER,
gsk_gpu_shader_op_finish,
gsk_gpu_cross_fade_op_print,
#ifdef GDK_RENDERING_VULKAN
gsk_gpu_shader_op_vk_command,
#endif
gsk_gpu_shader_op_gl_command
},
"gskgpucrossfade",
sizeof (GskGpuCrossfadeInstance),
#ifdef GDK_RENDERING_VULKAN
&gsk_gpu_crossfade_info,
#endif
gsk_gpu_crossfade_setup_vao
};
void
gsk_gpu_cross_fade_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
GskGpuDescriptors *desc,
const graphene_rect_t *rect,
const graphene_point_t *offset,
float opacity,
float progress,
guint32 start_descriptor,
const graphene_rect_t *start_rect,
guint32 end_descriptor,
const graphene_rect_t *end_rect)
{
GskGpuCrossfadeInstance *instance;
gsk_gpu_shader_op_alloc (frame,
&GSK_GPU_CROSS_FADE_OP_CLASS,
clip,
desc,
&instance);
gsk_gpu_rect_to_float (rect, offset, instance->rect);
instance->opacity_progress[0] = opacity;
instance->opacity_progress[1] = progress;
gsk_gpu_rect_to_float (start_rect, offset, instance->start_rect);
instance->start_id = start_descriptor;
gsk_gpu_rect_to_float (end_rect, offset, instance->end_rect);
instance->end_id = end_descriptor;
}

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@ -0,0 +1,23 @@
#pragma once
#include "gskgpushaderopprivate.h"
#include <graphene.h>
G_BEGIN_DECLS
void gsk_gpu_cross_fade_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
GskGpuDescriptors *desc,
const graphene_rect_t *rect,
const graphene_point_t *offset,
float opacity,
float progress,
guint32 start_descriptor,
const graphene_rect_t *start_rect,
guint32 end_descriptor,
const graphene_rect_t *end_rect);
G_END_DECLS

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@ -13,6 +13,7 @@
#include "gskgpucolormatrixopprivate.h"
#include "gskgpucoloropprivate.h"
#include "gskgpuconicgradientopprivate.h"
#include "gskgpucrossfadeopprivate.h"
#include "gskgpudescriptorsprivate.h"
#include "gskgpudeviceprivate.h"
#include "gskgpuframeprivate.h"
@ -2556,6 +2557,88 @@ gsk_gpu_node_processor_create_blend_pattern (GskGpuPatternWriter *self,
return TRUE;
}
static void
gsk_gpu_node_processor_add_cross_fade_node (GskGpuNodeProcessor *self,
GskRenderNode *node)
{
GskRenderNode *start_child, *end_child;
graphene_rect_t start_rect, end_rect;
GskGpuImage *start_image, *end_image;
guint32 descriptors[2];
float progress, old_opacity;
start_child = gsk_cross_fade_node_get_start_child (node);
end_child = gsk_cross_fade_node_get_end_child (node);
progress = gsk_cross_fade_node_get_progress (node);
if ((gsk_gpu_node_processor_ubershader_instead_of_offscreen (self, start_child) ||
gsk_gpu_node_processor_ubershader_instead_of_offscreen (self, end_child)) &&
gsk_gpu_node_processor_try_node_as_pattern (self, node))
return;
start_image = gsk_gpu_node_processor_get_node_as_image (self,
0,
GSK_GPU_IMAGE_STRAIGHT_ALPHA,
NULL,
start_child,
&start_rect);
end_image = gsk_gpu_node_processor_get_node_as_image (self,
0,
GSK_GPU_IMAGE_STRAIGHT_ALPHA,
NULL,
end_child,
&end_rect);
if (start_image == NULL)
{
if (end_image == NULL)
return;
old_opacity = self->opacity;
self->opacity *= progress;
gsk_gpu_node_processor_image_op (self,
end_image,
&end_child->bounds,
&end_rect);
g_object_unref (end_image);
self->opacity = old_opacity;
return;
}
else if (end_image == NULL)
{
old_opacity = self->opacity;
self->opacity *= (1 - progress);
gsk_gpu_node_processor_image_op (self,
start_image,
&start_child->bounds,
&start_rect);
g_object_unref (start_image);
self->opacity = old_opacity;
return;
}
gsk_gpu_node_processor_add_images (self,
2,
(GskGpuImage *[2]) { start_image, end_image },
(GskGpuSampler[2]) { GSK_GPU_SAMPLER_DEFAULT, GSK_GPU_SAMPLER_DEFAULT },
descriptors);
gsk_gpu_cross_fade_op (self->frame,
gsk_gpu_clip_get_shader_clip (&self->clip, &self->offset, &node->bounds),
self->desc,
&node->bounds,
&self->offset,
self->opacity,
progress,
descriptors[0],
&start_rect,
descriptors[1],
&end_rect);
g_object_unref (end_image);
g_object_unref (start_image);
}
static gboolean
gsk_gpu_node_processor_create_cross_fade_pattern (GskGpuPatternWriter *self,
GskRenderNode *node)
@ -3640,7 +3723,7 @@ static const struct
[GSK_CROSS_FADE_NODE] = {
0,
GSK_GPU_HANDLE_OPACITY,
gsk_gpu_node_processor_add_node_as_pattern,
gsk_gpu_node_processor_add_cross_fade_node,
gsk_gpu_node_processor_create_cross_fade_pattern,
},
[GSK_TEXT_NODE] = {

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@ -0,0 +1,64 @@
#include "common.glsl"
PASS(0) vec2 _pos;
PASS_FLAT(1) Rect _start_rect;
PASS_FLAT(2) Rect _end_rect;
PASS(3) vec2 _start_coord;
PASS(4) vec2 _end_coord;
PASS_FLAT(5) uint _start_id;
PASS_FLAT(6) uint _end_id;
PASS_FLAT(7) float _start_opacity;
PASS_FLAT(8) float _end_opacity;
#ifdef GSK_VERTEX_SHADER
IN(0) vec4 in_rect;
IN(1) vec4 in_start_rect;
IN(2) uint in_start_id;
IN(3) vec4 in_end_rect;
IN(4) uint in_end_id;
IN(5) vec2 in_opacity_progress;
void
run (out vec2 pos)
{
Rect r = rect_from_gsk (in_rect);
pos = rect_get_position (r);
_pos = pos;
Rect start_rect = rect_from_gsk (in_start_rect);
_start_rect = start_rect;
_start_coord = rect_get_coord (start_rect, pos);
_start_id = in_start_id;
_start_opacity = in_opacity_progress[0] * (1.0 - in_opacity_progress[1]);
Rect end_rect = rect_from_gsk (in_end_rect);
_end_rect = end_rect;
_end_coord = rect_get_coord (end_rect, pos);
_end_id = in_end_id;
_end_opacity = in_opacity_progress[0] * in_opacity_progress[1];
}
#endif
#ifdef GSK_FRAGMENT_SHADER
void
run (out vec4 color,
out vec2 position)
{
color = gsk_texture (_start_id, _start_coord) *
rect_coverage (_start_rect, _pos) *
_start_opacity +
gsk_texture (_end_id, _end_coord) *
rect_coverage (_end_rect, _pos) *
_end_opacity;
position = _pos;
}
#endif

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@ -20,6 +20,7 @@ gsk_private_gpu_shaders = files([
'gskgpucolorize.glsl',
'gskgpucolormatrix.glsl',
'gskgpuconicgradient.glsl',
'gskgpucrossfade.glsl',
'gskgpulineargradient.glsl',
'gskgpumask.glsl',
'gskgpuradialgradient.glsl',

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@ -84,6 +84,7 @@ gsk_private_sources = files([
'gpu/gskgpucolormatrixop.c',
'gpu/gskgpucolorop.c',
'gpu/gskgpuconicgradientop.c',
'gpu/gskgpucrossfadeop.c',
'gpu/gskgpudescriptors.c',
'gpu/gskgpudownloadop.c',
'gpu/gskgpudevice.c',