vulkan: Add a clip.frag.glsl include

This include is supposed to handle clipping for the different clipping
methods.

So far, we only use it in the rounded rect cases.
This commit is contained in:
Benjamin Otte 2017-01-17 05:36:03 +01:00
parent 6a60e335cd
commit cf65443fb3
11 changed files with 42 additions and 177 deletions

View File

@ -58,6 +58,7 @@ gsk_private_vulkan_source_c = \
gskvulkanrenderpass.c \
gskvulkanshader.c
gsk_private_vulkan_include_shaders = \
resources/vulkan/clip.frag.glsl \
resources/vulkan/constants.glsl \
resources/vulkan/rounded-rect.glsl
gsk_private_vulkan_shaders = \

View File

@ -1,11 +1,7 @@
#version 420 core
#include "constants.glsl"
struct RoundedRect {
vec4 bounds;
vec4 corners;
};
#define CLIP_ROUNDED_RECT
#include "clip.frag.glsl"
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec2 inTexCoord;
@ -14,44 +10,7 @@ layout(set = 0, binding = 0) uniform sampler2D inTexture;
layout(location = 0) out vec4 color;
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
float clip(vec2 pos, RoundedRect r) {
vec2 ref_tl = r.bounds.xy + vec2( r.corners.x, r.corners.x);
vec2 ref_tr = r.bounds.zy + vec2(-r.corners.y, r.corners.y);
vec2 ref_br = r.bounds.zw + vec2(-r.corners.z, -r.corners.z);
vec2 ref_bl = r.bounds.xw + vec2( r.corners.w, -r.corners.w);
float d_tl = distance(pos, ref_tl);
float d_tr = distance(pos, ref_tr);
float d_br = distance(pos, ref_br);
float d_bl = distance(pos, ref_bl);
float pixels_per_fragment = length(fwidth(pos.xy));
float nudge = 0.5 * pixels_per_fragment;
vec4 distances = vec4(d_tl, d_tr, d_br, d_bl) - r.corners + nudge;
bvec4 is_out = bvec4(pos.x < ref_tl.x && pos.y < ref_tl.y,
pos.x > ref_tr.x && pos.y < ref_tr.y,
pos.x > ref_br.x && pos.y > ref_br.y,
pos.x < ref_bl.x && pos.y > ref_bl.y);
float distance_from_border = dot(vec4(is_out),
max(vec4(0.0, 0.0, 0.0, 0.0), distances));
// Move the distance back into pixels.
distance_from_border /= pixels_per_fragment;
// Apply a more gradual fade out to transparent.
//distance_from_border -= 0.5;
return 1.0 - smoothstep(0.0, 1.0, distance_from_border);
}
void main()
{
RoundedRect r = RoundedRect(vec4(push.clip_bounds.xy, push.clip_bounds.xy + push.clip_bounds.zw), push.clip_widths);
color = texture (inTexture, inTexCoord) * clip (inPos, r);
color = clip (inPos, texture (inTexture, inTexCoord));
}

View File

@ -0,0 +1,29 @@
#include "constants.glsl"
#include "rounded-rect.glsl"
#ifndef _CLIP_
#define _CLIP_
#ifdef CLIP_ROUNDED_RECT
vec4 clip(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);
return color * rounded_rect_coverage (r, pos);
}
#elif defined(CLIP_RECT)
vec4 clip(vec2 pos, vec4 color)
{
/* clipped in vertex shader already */
return color;
}
#elif defined(CLIP_NONE)
vec4 clip(vec2 pos, vec4 color)
{
return color;
}
#else
#error "No clipping define given. Need CLIP_NONE, CLIP_RECT or CLIP_ROUNDED_RECT"
#endif
#endif

View File

@ -1,56 +1,14 @@
#version 420 core
#include "constants.glsl"
#define CLIP_ROUNDED_RECT
#include "clip.frag.glsl"
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec4 inColor;
layout(location = 0) out vec4 color;
struct RoundedRect {
vec4 bounds;
vec4 corners;
};
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
float clip(vec2 pos, RoundedRect r) {
vec2 ref_tl = r.bounds.xy + vec2( r.corners.x, r.corners.x);
vec2 ref_tr = r.bounds.zy + vec2(-r.corners.y, r.corners.y);
vec2 ref_br = r.bounds.zw + vec2(-r.corners.z, -r.corners.z);
vec2 ref_bl = r.bounds.xw + vec2( r.corners.w, -r.corners.w);
float d_tl = distance(pos, ref_tl);
float d_tr = distance(pos, ref_tr);
float d_br = distance(pos, ref_br);
float d_bl = distance(pos, ref_bl);
float pixels_per_fragment = length(fwidth(pos.xy));
float nudge = 0.5 * pixels_per_fragment;
vec4 distances = vec4(d_tl, d_tr, d_br, d_bl) - r.corners + nudge;
bvec4 is_out = bvec4(pos.x < ref_tl.x && pos.y < ref_tl.y,
pos.x > ref_tr.x && pos.y < ref_tr.y,
pos.x > ref_br.x && pos.y > ref_br.y,
pos.x < ref_bl.x && pos.y > ref_bl.y);
float distance_from_border = dot(vec4(is_out),
max(vec4(0.0, 0.0, 0.0, 0.0), distances));
// Move the distance back into pixels.
distance_from_border /= pixels_per_fragment;
// Apply a more gradual fade out to transparent.
//distance_from_border -= 0.5;
return 1.0 - smoothstep(0.0, 1.0, distance_from_border);
}
void main()
{
RoundedRect r = RoundedRect(vec4(push.clip_bounds.xy, push.clip_bounds.xy + push.clip_bounds.zw), push.clip_widths);
color = vec4(inColor.rgb * inColor.a, inColor.a) * clip (inPos, r);
color = clip (inPos, vec4(inColor.rgb * inColor.a, inColor.a));
}

View File

@ -1,11 +1,7 @@
#version 420 core
#include "constants.glsl"
struct RoundedRect {
vec4 bounds;
vec4 corners;
};
#define CLIP_ROUNDED_RECT
#include "clip.frag.glsl"
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec2 inTexCoord;
@ -16,41 +12,6 @@ layout(set = 0, binding = 0) uniform sampler2D inTexture;
layout(location = 0) out vec4 color;
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
float clip(vec2 pos, RoundedRect r) {
vec2 ref_tl = r.bounds.xy + vec2( r.corners.x, r.corners.x);
vec2 ref_tr = r.bounds.zy + vec2(-r.corners.y, r.corners.y);
vec2 ref_br = r.bounds.zw + vec2(-r.corners.z, -r.corners.z);
vec2 ref_bl = r.bounds.xw + vec2( r.corners.w, -r.corners.w);
float d_tl = distance(pos, ref_tl);
float d_tr = distance(pos, ref_tr);
float d_br = distance(pos, ref_br);
float d_bl = distance(pos, ref_bl);
float pixels_per_fragment = length(fwidth(pos.xy));
float nudge = 0.5 * pixels_per_fragment;
vec4 distances = vec4(d_tl, d_tr, d_br, d_bl) - r.corners + nudge;
bvec4 is_out = bvec4(pos.x < ref_tl.x && pos.y < ref_tl.y,
pos.x > ref_tr.x && pos.y < ref_tr.y,
pos.x > ref_br.x && pos.y > ref_br.y,
pos.x < ref_bl.x && pos.y > ref_bl.y);
float distance_from_border = dot(vec4(is_out),
max(vec4(0.0, 0.0, 0.0, 0.0), distances));
// Move the distance back into pixels.
distance_from_border /= pixels_per_fragment;
// Apply a more gradual fade out to transparent.
//distance_from_border -= 0.5;
return 1.0 - smoothstep(0.0, 1.0, distance_from_border);
}
vec4
color_matrix (vec4 color, mat4 color_matrix, vec4 color_offset)
{
@ -70,7 +31,5 @@ color_matrix (vec4 color, mat4 color_matrix, vec4 color_offset)
void main()
{
RoundedRect r = RoundedRect(vec4(push.clip_bounds.xy, push.clip_bounds.xy + push.clip_bounds.zw), push.clip_widths);
color = color_matrix (texture (inTexture, inTexCoord), inColorMatrix, inColorOffset) * clip (inPos, r);
color = clip (inPos, color_matrix (texture (inTexture, inTexCoord), inColorMatrix, inColorOffset));
}

View File

@ -1,17 +1,13 @@
#version 420 core
#include "constants.glsl"
#define CLIP_ROUNDED_RECT
#include "clip.frag.glsl"
struct ColorStop {
float offset;
vec4 color;
};
struct RoundedRect {
vec4 bounds;
vec4 corners;
};
layout(location = 0) in vec2 inPos;
layout(location = 1) in float inGradientPos;
layout(location = 2) in flat int inRepeating;
@ -20,45 +16,8 @@ layout(location = 4) in flat ColorStop inStops[8];
layout(location = 0) out vec4 outColor;
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
float clip(vec2 pos, RoundedRect r) {
vec2 ref_tl = r.bounds.xy + vec2( r.corners.x, r.corners.x);
vec2 ref_tr = r.bounds.zy + vec2(-r.corners.y, r.corners.y);
vec2 ref_br = r.bounds.zw + vec2(-r.corners.z, -r.corners.z);
vec2 ref_bl = r.bounds.xw + vec2( r.corners.w, -r.corners.w);
float d_tl = distance(pos, ref_tl);
float d_tr = distance(pos, ref_tr);
float d_br = distance(pos, ref_br);
float d_bl = distance(pos, ref_bl);
float pixels_per_fragment = length(fwidth(pos.xy));
float nudge = 0.5 * pixels_per_fragment;
vec4 distances = vec4(d_tl, d_tr, d_br, d_bl) - r.corners + nudge;
bvec4 is_out = bvec4(pos.x < ref_tl.x && pos.y < ref_tl.y,
pos.x > ref_tr.x && pos.y < ref_tr.y,
pos.x > ref_br.x && pos.y > ref_br.y,
pos.x < ref_bl.x && pos.y > ref_bl.y);
float distance_from_border = dot(vec4(is_out),
max(vec4(0.0, 0.0, 0.0, 0.0), distances));
// Move the distance back into pixels.
distance_from_border /= pixels_per_fragment;
// Apply a more gradual fade out to transparent.
//distance_from_border -= 0.5;
return 1.0 - smoothstep(0.0, 1.0, distance_from_border);
}
void main()
{
RoundedRect r = RoundedRect(vec4(push.clip_bounds.xy, push.clip_bounds.xy + push.clip_bounds.zw), push.clip_widths);
float pos;
if (inRepeating != 0)
pos = fract (inGradientPos);
@ -74,5 +33,5 @@ void main()
}
//outColor = vec4(pos, pos, pos, 1.0);
outColor = color * clip (inPos, r);
outColor = clip (inPos, color);
}