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vulkan: Make gradient shader use buffers
This allows putting any number of color stops into the buffer, so fallbacks with too many stops are no longer necessary.
This commit is contained in:
parent
d1135f9e3c
commit
e3cc3f7841
@ -15,9 +15,8 @@ struct _GskVulkanLinearGradientInstance
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float start[2];
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float end[2];
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gint32 repeating;
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gint32 offset;
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gint32 stop_count;
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float offsets[GSK_VULKAN_LINEAR_GRADIENT_PIPELINE_MAX_COLOR_STOPS];
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float colors[GSK_VULKAN_LINEAR_GRADIENT_PIPELINE_MAX_COLOR_STOPS][4];
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};
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G_DEFINE_TYPE (GskVulkanLinearGradientPipeline, gsk_vulkan_linear_gradient_pipeline, GSK_TYPE_VULKAN_PIPELINE)
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@ -61,67 +60,13 @@ gsk_vulkan_linear_gradient_pipeline_get_input_state_create_info (GskVulkanPipeli
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.location = 4,
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.binding = 0,
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.format = VK_FORMAT_R32_SINT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, stop_count),
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, offset),
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},
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{
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.location = 5,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32A32_SFLOAT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, offsets),
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},
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{
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.location = 6,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32A32_SFLOAT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, offsets) + sizeof (float) * 4,
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},
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{
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.location = 7,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32A32_SFLOAT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, colors[0]),
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},
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{
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.location = 8,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32A32_SFLOAT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, colors[1]),
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},
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{
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.location = 9,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32A32_SFLOAT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, colors[2]),
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},
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{
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.location = 10,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32A32_SFLOAT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, colors[3]),
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},
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{
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.location = 11,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32A32_SFLOAT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, colors[4]),
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},
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{
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.location = 12,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32A32_SFLOAT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, colors[5]),
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},
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{
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.location = 13,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32A32_SFLOAT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, colors[6]),
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},
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{
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.location = 14,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32A32_SFLOAT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, colors[7]),
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.format = VK_FORMAT_R32_SINT,
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.offset = G_STRUCT_OFFSET (GskVulkanLinearGradientInstance, stop_count),
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}
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};
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static const VkPipelineVertexInputStateCreateInfo info = {
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@ -169,23 +114,17 @@ gsk_vulkan_linear_gradient_pipeline_new (GdkVulkanContext *context,
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void
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gsk_vulkan_linear_gradient_pipeline_collect_vertex_data (GskVulkanLinearGradientPipeline *pipeline,
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guchar *data,
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const graphene_point_t *offset,
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const graphene_rect_t *rect,
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const graphene_point_t *start,
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const graphene_point_t *end,
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gboolean repeating,
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gsize n_stops,
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const GskColorStop *stops)
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guchar *data,
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const graphene_point_t *offset,
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const graphene_rect_t *rect,
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const graphene_point_t *start,
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const graphene_point_t *end,
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gboolean repeating,
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gsize gradient_offset,
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gsize n_stops)
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{
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GskVulkanLinearGradientInstance *instance = (GskVulkanLinearGradientInstance *) data;
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gsize i;
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if (n_stops > GSK_VULKAN_LINEAR_GRADIENT_PIPELINE_MAX_COLOR_STOPS)
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{
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g_warning ("Only %u color stops supported.", GSK_VULKAN_LINEAR_GRADIENT_PIPELINE_MAX_COLOR_STOPS);
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n_stops = GSK_VULKAN_LINEAR_GRADIENT_PIPELINE_MAX_COLOR_STOPS;
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}
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instance->rect[0] = rect->origin.x + offset->x;
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instance->rect[1] = rect->origin.y + offset->y;
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instance->rect[2] = rect->size.width;
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@ -195,15 +134,8 @@ gsk_vulkan_linear_gradient_pipeline_collect_vertex_data (GskVulkanLinearGradient
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instance->end[0] = end->x + offset->x;
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instance->end[1] = end->y + offset->y;
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instance->repeating = repeating;
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instance->offset = gradient_offset;
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instance->stop_count = n_stops;
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for (i = 0; i < n_stops; i++)
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{
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instance->offsets[i] = stops[i].offset;
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instance->colors[i][0] = stops[i].color.red;
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instance->colors[i][1] = stops[i].color.green;
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instance->colors[i][2] = stops[i].color.blue;
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instance->colors[i][3] = stops[i].color.alpha;
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}
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}
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gsize
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@ -28,8 +28,8 @@ void gsk_vulkan_linear_gradient_pipeline_collect_vertex_data
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const graphene_point_t *start,
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const graphene_point_t *end,
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gboolean repeating,
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gsize n_stops,
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const GskColorStop *stops);
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gsize gradient_offset,
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gsize n_stops);
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gsize gsk_vulkan_linear_gradient_pipeline_draw (GskVulkanLinearGradientPipeline*pipeline,
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VkCommandBuffer command_buffer,
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gsize offset,
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@ -77,6 +77,7 @@ struct _GskVulkanOpRender
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gsize vertex_offset; /* offset into vertex buffer */
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guint32 image_descriptor[2]; /* index into descriptor for the (image, sampler) */
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guint32 image_descriptor2[2]; /* index into descriptor for the 2nd image (if relevant) */
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gsize buffer_offset; /* offset into buffer */
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graphene_rect_t source_rect; /* area that source maps to */
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graphene_rect_t source2_rect; /* area that source2 maps to */
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};
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@ -406,10 +407,10 @@ gsk_vulkan_render_pass_add_color_node (GskVulkanRenderPass *self,
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}
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static inline gboolean
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gsk_vulkan_render_pass_add_repeating_linear_gradient_node (GskVulkanRenderPass *self,
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GskVulkanRender *render,
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const GskVulkanParseState *state,
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GskRenderNode *node)
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gsk_vulkan_render_pass_add_linear_gradient_node (GskVulkanRenderPass *self,
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GskVulkanRender *render,
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const GskVulkanParseState *state,
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GskRenderNode *node)
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{
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GskVulkanPipelineType pipeline_type;
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GskVulkanOp op = {
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@ -418,11 +419,6 @@ gsk_vulkan_render_pass_add_repeating_linear_gradient_node (GskVulkanRenderPass
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.render.offset = state->offset,
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};
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if (gsk_linear_gradient_node_get_n_color_stops (node) > GSK_VULKAN_LINEAR_GRADIENT_PIPELINE_MAX_COLOR_STOPS)
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FALLBACK ("Linear gradient with %zu color stops, hardcoded limit is %u",
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gsk_linear_gradient_node_get_n_color_stops (node),
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GSK_VULKAN_LINEAR_GRADIENT_PIPELINE_MAX_COLOR_STOPS);
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if (gsk_vulkan_clip_contains_rect (&state->clip, &state->offset, &node->bounds))
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pipeline_type = GSK_VULKAN_PIPELINE_LINEAR_GRADIENT;
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else if (state->clip.type == GSK_VULKAN_CLIP_RECT)
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@ -1138,8 +1134,8 @@ static const GskVulkanRenderPassNodeFunc nodes_vtable[N_RENDER_NODES] = {
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[GSK_CONTAINER_NODE] = gsk_vulkan_render_pass_add_container_node,
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[GSK_CAIRO_NODE] = gsk_vulkan_render_pass_add_cairo_node,
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[GSK_COLOR_NODE] = gsk_vulkan_render_pass_add_color_node,
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[GSK_LINEAR_GRADIENT_NODE] = gsk_vulkan_render_pass_add_repeating_linear_gradient_node,
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[GSK_REPEATING_LINEAR_GRADIENT_NODE] = gsk_vulkan_render_pass_add_repeating_linear_gradient_node,
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[GSK_LINEAR_GRADIENT_NODE] = gsk_vulkan_render_pass_add_linear_gradient_node,
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[GSK_REPEATING_LINEAR_GRADIENT_NODE] = gsk_vulkan_render_pass_add_linear_gradient_node,
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[GSK_RADIAL_GRADIENT_NODE] = NULL,
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[GSK_REPEATING_RADIAL_GRADIENT_NODE] = NULL,
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[GSK_CONIC_GRADIENT_NODE] = NULL,
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@ -1896,8 +1892,8 @@ gsk_vulkan_render_pass_collect_vertex_data (GskVulkanRenderPass *self,
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gsk_linear_gradient_node_get_start (op->render.node),
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gsk_linear_gradient_node_get_end (op->render.node),
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gsk_render_node_get_node_type (op->render.node) == GSK_REPEATING_LINEAR_GRADIENT_NODE,
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gsk_linear_gradient_node_get_n_color_stops (op->render.node),
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gsk_linear_gradient_node_get_color_stops (op->render.node, NULL));
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op->render.buffer_offset,
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gsk_linear_gradient_node_get_n_color_stops (op->render.node));
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break;
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case GSK_VULKAN_OP_OPACITY:
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@ -2125,11 +2121,25 @@ gsk_vulkan_render_pass_reserve_descriptor_sets (GskVulkanRenderPass *self,
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}
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break;
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case GSK_VULKAN_OP_LINEAR_GRADIENT:
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{
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gsize n_stops = gsk_linear_gradient_node_get_n_color_stops (op->render.node);
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guchar *mem;
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mem = gsk_vulkan_render_get_buffer_memory (render,
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n_stops * sizeof (GskColorStop),
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G_ALIGNOF (GskColorStop),
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&op->render.buffer_offset);
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memcpy (mem,
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gsk_linear_gradient_node_get_color_stops (op->render.node, NULL),
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n_stops * sizeof (GskColorStop));
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}
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break;
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default:
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g_assert_not_reached ();
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case GSK_VULKAN_OP_COLOR:
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case GSK_VULKAN_OP_LINEAR_GRADIENT:
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case GSK_VULKAN_OP_BORDER:
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case GSK_VULKAN_OP_INSET_SHADOW:
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case GSK_VULKAN_OP_OUTSET_SHADOW:
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@ -1,6 +1,8 @@
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#version 450
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#include "common.frag.glsl"
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#include "clip.frag.glsl"
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#include "rect.frag.glsl"
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struct ColorStop {
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float offset;
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@ -8,29 +10,55 @@ struct ColorStop {
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};
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in float inGradientPos;
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layout(location = 2) in flat int inRepeating;
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layout(location = 3) in flat int inStopCount;
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layout(location = 4) in flat ColorStop inStops[8];
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layout(location = 1) in flat Rect inRect;
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layout(location = 2) in float inGradientPos;
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layout(location = 3) in flat int inRepeating;
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layout(location = 4) in flat int inStopOffset;
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layout(location = 5) in flat int inStopCount;
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layout(location = 0) out vec4 outColor;
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layout(location = 0) out vec4 color;
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ColorStop
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get_stop(int i)
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{
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ColorStop result;
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result.offset = get_float(inStopOffset + i * 5);
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result.color = vec4(get_float(inStopOffset + i * 5 + 1),
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get_float(inStopOffset + i * 5 + 2),
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get_float(inStopOffset + i * 5 + 3),
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get_float(inStopOffset + i * 5 + 4));
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return result;
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}
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void main()
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{
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float pos;
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if (inRepeating != 0)
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pos = fract (inGradientPos);
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else
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pos = clamp (inGradientPos, 0, 1);
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vec4 color = inStops[0].color;
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int n = clamp (inStopCount, 2, 8);
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for (int i = 1; i < n; i++)
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ColorStop stop = get_stop (0);
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float last_offset = stop.offset;
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color = stop.color;
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for (int i = 1; i < inStopCount; i++)
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{
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if (inStops[i].offset > inStops[i-1].offset)
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color = mix (color, inStops[i].color, clamp((pos - inStops[i-1].offset) / (inStops[i].offset - inStops[i-1].offset), 0, 1));
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stop = get_stop(i);
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if (stop.offset < pos)
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color = stop.color;
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else
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color = mix (color, stop.color, clamp((pos - last_offset) / (stop.offset - last_offset), 0, 1));
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last_offset = stop.offset;
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if (last_offset >= pos)
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break;
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}
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//outColor = vec4(pos, pos, pos, 1.0);
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outColor = clip (inPos, color);
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if (last_offset < pos)
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color = mix (color, stop.color, clamp((pos - last_offset) / (1 - last_offset), 0, 1));
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float alpha = color.a * rect_coverage (inRect, inPos);
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color = clip_scaled (inPos, vec4(color.rgb, 1) * alpha);
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}
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@ -1,6 +1,7 @@
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#version 450
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#include "clip.vert.glsl"
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#include "common.vert.glsl"
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#include "rect.vert.glsl"
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struct ColorStop {
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float offset;
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@ -11,62 +12,32 @@ layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec2 inStart;
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layout(location = 2) in vec2 inEnd;
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layout(location = 3) in int inRepeating;
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layout(location = 4) in int inStopCount;
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layout(location = 5) in vec4 inOffsets0;
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layout(location = 6) in vec4 inOffsets1;
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layout(location = 7) in vec4 inColors0;
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layout(location = 8) in vec4 inColors1;
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layout(location = 9) in vec4 inColors2;
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layout(location = 10) in vec4 inColors3;
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layout(location = 11) in vec4 inColors4;
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layout(location = 12) in vec4 inColors5;
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layout(location = 13) in vec4 inColors6;
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layout(location = 14) in vec4 inColors7;
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layout(location = 4) in int inStopOffset;
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layout(location = 5) in int inStopCount;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out float outGradientPos;
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layout(location = 2) out flat int outRepeating;
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layout(location = 3) out flat int outStopCount;
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layout(location = 4) out flat ColorStop outStops[8];
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0) };
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layout(location = 1) out flat Rect outRect;
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layout(location = 2) out float outGradientPos;
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layout(location = 3) out flat int outRepeating;
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layout(location = 4) out flat int outStopOffset;
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layout(location = 5) out flat int outStopCount;
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float
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get_gradient_pos (vec2 pos)
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{
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pos = pos - inStart;
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vec2 grad = inEnd - inStart;
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pos = pos - inStart * push.scale;
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vec2 grad = (inEnd - inStart) * push.scale;
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return dot (pos, grad) / dot (grad, grad);
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}
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void main() {
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vec4 rect = clip (inRect);
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vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
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gl_Position = push.mvp * vec4 (push.scale * pos, 0.0, 1.0);
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Rect r = rect_from_gsk (inRect);
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vec2 pos = set_position_from_rect (r);
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outPos = pos;
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outRect = r;
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outGradientPos = get_gradient_pos (pos);
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outRepeating = inRepeating;
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outStopOffset = inStopOffset;
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outStopCount = inStopCount;
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outStops[0].offset = inOffsets0[0];
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outStops[0].color = inColors0 * vec4(inColors0.aaa, 1.0);
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outStops[1].offset = inOffsets0[1];
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outStops[1].color = inColors1 * vec4(inColors1.aaa, 1.0);
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outStops[2].offset = inOffsets0[2];
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outStops[2].color = inColors2 * vec4(inColors2.aaa, 1.0);
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outStops[3].offset = inOffsets0[3];
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outStops[3].color = inColors3 * vec4(inColors3.aaa, 1.0);
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outStops[4].offset = inOffsets1[0];
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outStops[4].color = inColors4 * vec4(inColors4.aaa, 1.0);
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outStops[5].offset = inOffsets1[1];
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outStops[5].color = inColors5 * vec4(inColors5.aaa, 1.0);
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outStops[6].offset = inOffsets1[2];
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outStops[6].color = inColors6 * vec4(inColors6.aaa, 1.0);
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outStops[7].offset = inOffsets1[3];
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outStops[7].color = inColors7 * vec4(inColors7.aaa, 1.0);
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}
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