gtk/gsk/gpu/gskgpuconvertop.c
Benjamin Otte 7b76170f46 gpu: Flip the big switch
Rewrite all shaders to use 2 predefined samplers called GSK_TEXTURE0 and
GSK_TEXTURE1 instead of wrapper functions.

On GL and Vulkan compat mode, these map directly to samplers.
On Vulkan proper, they map to 2 indices into the texture array, like
before.

From now on, the old nvidia GPUs - ie the 3xx drivers - should start
working again.

Fixes: #6564
Fixes: #6574
Fixes: #6654
2024-07-22 19:40:14 +02:00

85 lines
2.6 KiB
C

#include "config.h"
#include "gskgpuconvertopprivate.h"
#include "gskgpuframeprivate.h"
#include "gskgpuprintprivate.h"
#include "gskrectprivate.h"
#include "gdk/gdkcolorstateprivate.h"
#include "gpu/shaders/gskgpuconvertinstance.h"
typedef struct _GskGpuConvertOp GskGpuConvertOp;
struct _GskGpuConvertOp
{
GskGpuShaderOp op;
};
#define VARIATION_OPACITY (1u << 0)
#define VARIATION_STRAIGHT_ALPHA (1u << 1)
static void
gsk_gpu_convert_op_print_instance (GskGpuShaderOp *shader,
gpointer instance_,
GString *string)
{
GskGpuConvertInstance *instance = (GskGpuConvertInstance *) instance_;
gsk_gpu_print_rect (string, instance->rect);
gsk_gpu_print_image (string, shader->images[0]);
if (shader->variation & VARIATION_STRAIGHT_ALPHA)
gsk_gpu_print_string (string, "straight");
}
static const GskGpuShaderOpClass GSK_GPU_CONVERT_OP_CLASS = {
{
GSK_GPU_OP_SIZE (GskGpuConvertOp),
GSK_GPU_STAGE_SHADER,
gsk_gpu_shader_op_finish,
gsk_gpu_shader_op_print,
#ifdef GDK_RENDERING_VULKAN
gsk_gpu_shader_op_vk_command,
#endif
gsk_gpu_shader_op_gl_command
},
"gskgpuconvert",
gsk_gpu_convert_n_textures,
sizeof (GskGpuConvertInstance),
#ifdef GDK_RENDERING_VULKAN
&gsk_gpu_convert_info,
#endif
gsk_gpu_convert_op_print_instance,
gsk_gpu_convert_setup_attrib_locations,
gsk_gpu_convert_setup_vao
};
void
gsk_gpu_convert_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
GskGpuColorStates color_states,
float opacity,
GskGpuDescriptors *desc,
gboolean straight_alpha,
const graphene_point_t *offset,
const GskGpuShaderImage *image)
{
GskGpuConvertInstance *instance;
gsk_gpu_shader_op_alloc (frame,
&GSK_GPU_CONVERT_OP_CLASS,
color_states,
(opacity < 1.0 ? VARIATION_OPACITY : 0) |
(straight_alpha ? VARIATION_STRAIGHT_ALPHA : 0),
clip,
desc,
(GskGpuImage *[1]) { image->image },
(GskGpuSampler[1]) { image->sampler },
&instance);
gsk_gpu_rect_to_float (image->coverage, offset, instance->rect);
gsk_gpu_rect_to_float (image->bounds, offset, instance->tex_rect);
instance->opacity = opacity;
}