gtk/gsk/gpu/gskgpuradialgradientop.c
Benjamin Otte 48c1f5fd27 gpu: Add supersampling for gradients
Unless GSK_GPU_SKIP=gradients is given, we sample every point 4x instead
of 1x. That makes the shader run slower (by roughly a factor of 2.5x)
but it improves quality quite a bit.
2024-01-07 07:22:53 +01:00

105 lines
3.9 KiB
C

#include "config.h"
#include "gskgpuradialgradientopprivate.h"
#include "gskgpuframeprivate.h"
#include "gskgpuprintprivate.h"
#include "gskrectprivate.h"
#include "gpu/shaders/gskgpuradialgradientinstance.h"
#define VARIATION_SUPERSAMPLING (1 << 0)
#define VARIATION_REPEATING (1 << 1)
typedef struct _GskGpuRadialGradientOp GskGpuRadialGradientOp;
struct _GskGpuRadialGradientOp
{
GskGpuShaderOp op;
};
static void
gsk_gpu_radial_gradient_op_print (GskGpuOp *op,
GskGpuFrame *frame,
GString *string,
guint indent)
{
GskGpuShaderOp *shader = (GskGpuShaderOp *) op;
GskGpuRadialgradientInstance *instance;
instance = (GskGpuRadialgradientInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
if (shader->variation & VARIATION_REPEATING)
gsk_gpu_print_op (string, indent, "repeating-radial-gradient");
else
gsk_gpu_print_op (string, indent, "radial-gradient");
gsk_gpu_print_rect (string, instance->rect);
gsk_gpu_print_newline (string);
}
static const GskGpuShaderOpClass GSK_GPU_RADIAL_GRADIENT_OP_CLASS = {
{
GSK_GPU_OP_SIZE (GskGpuRadialGradientOp),
GSK_GPU_STAGE_SHADER,
gsk_gpu_shader_op_finish,
gsk_gpu_radial_gradient_op_print,
#ifdef GDK_RENDERING_VULKAN
gsk_gpu_shader_op_vk_command,
#endif
gsk_gpu_shader_op_gl_command
},
"gskgpuradialgradient",
sizeof (GskGpuRadialgradientInstance),
#ifdef GDK_RENDERING_VULKAN
&gsk_gpu_radialgradient_info,
#endif
gsk_gpu_radialgradient_setup_vao
};
void
gsk_gpu_radial_gradient_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
gboolean repeating,
const graphene_rect_t *rect,
const graphene_point_t *center,
const graphene_point_t *radius,
float start,
float end,
const graphene_point_t *offset,
const GskColorStop *stops,
gsize n_stops)
{
GskGpuRadialgradientInstance *instance;
g_assert (n_stops > 1);
g_assert (n_stops <= 7);
gsk_gpu_shader_op_alloc (frame,
&GSK_GPU_RADIAL_GRADIENT_OP_CLASS,
(repeating ? VARIATION_REPEATING : 0) |
(gsk_gpu_frame_should_optimize (frame, GSK_GPU_OPTIMIZE_GRADIENTS) ? VARIATION_SUPERSAMPLING : 0),
clip,
NULL,
&instance);
gsk_gpu_rect_to_float (rect, offset, instance->rect);
gsk_gpu_point_to_float (center, offset, instance->center_radius);
gsk_gpu_point_to_float (radius, graphene_point_zero(), &instance->center_radius[2]);
instance->startend[0] = start;
instance->startend[1] = end;
gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 6)].color, instance->color6);
instance->offsets1[2] = stops[MIN (n_stops - 1, 6)].offset;
gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 5)].color, instance->color5);
instance->offsets1[1] = stops[MIN (n_stops - 1, 5)].offset;
gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 4)].color, instance->color4);
instance->offsets1[0] = stops[MIN (n_stops - 1, 4)].offset;
gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 3)].color, instance->color3);
instance->offsets0[3] = stops[MIN (n_stops - 1, 3)].offset;
gsk_gpu_rgba_to_float (&stops[MIN (n_stops - 1, 2)].color, instance->color2);
instance->offsets0[2] = stops[MIN (n_stops - 1, 2)].offset;
gsk_gpu_rgba_to_float (&stops[1].color, instance->color1);
instance->offsets0[1] = stops[1].offset;
gsk_gpu_rgba_to_float (&stops[0].color, instance->color0);
instance->offsets0[0] = stops[0].offset;
}