gtk/gsk/gpu/gskgpuconicgradientop.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

95 lines
3.3 KiB
C

#include "config.h"
#include "gskgpuconicgradientopprivate.h"
#include "gskgpuframeprivate.h"
#include "gskgpuprintprivate.h"
#include "gskrectprivate.h"
#include "gpu/shaders/gskgpuconicgradientinstance.h"
#define VARIATION_SUPERSAMPLING (1 << 0)
typedef struct _GskGpuConicGradientOp GskGpuConicGradientOp;
struct _GskGpuConicGradientOp
{
GskGpuShaderOp op;
};
static void
gsk_gpu_conic_gradient_op_print (GskGpuOp *op,
GskGpuFrame *frame,
GString *string,
guint indent)
{
GskGpuShaderOp *shader = (GskGpuShaderOp *) op;
GskGpuConicgradientInstance *instance;
instance = (GskGpuConicgradientInstance *) gsk_gpu_frame_get_vertex_data (frame, shader->vertex_offset);
gsk_gpu_print_op (string, indent, "conic-gradient");
gsk_gpu_print_rect (string, instance->rect);
gsk_gpu_print_newline (string);
}
static const GskGpuShaderOpClass GSK_GPU_CONIC_GRADIENT_OP_CLASS = {
{
GSK_GPU_OP_SIZE (GskGpuConicGradientOp),
GSK_GPU_STAGE_SHADER,
gsk_gpu_shader_op_finish,
gsk_gpu_conic_gradient_op_print,
#ifdef GDK_RENDERING_VULKAN
gsk_gpu_shader_op_vk_command,
#endif
gsk_gpu_shader_op_gl_command
},
"gskgpuconicgradient",
sizeof (GskGpuConicgradientInstance),
#ifdef GDK_RENDERING_VULKAN
&gsk_gpu_conicgradient_info,
#endif
gsk_gpu_conicgradient_setup_vao
};
void
gsk_gpu_conic_gradient_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
const graphene_rect_t *rect,
const graphene_point_t *center,
float angle,
const graphene_point_t *offset,
const GskColorStop *stops,
gsize n_stops)
{
GskGpuConicgradientInstance *instance;
g_assert (n_stops > 1);
g_assert (n_stops <= 7);
gsk_gpu_shader_op_alloc (frame,
&GSK_GPU_CONIC_GRADIENT_OP_CLASS,
(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);
instance->angle = angle;
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;
}