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b4a1ed2a70
Add a GSK_GPU_IMAGE_STRAIGHT_ALPHA and use it for images that have straight alpha. Make sure those images get passed through a premultiplying pass with the new straight alpha shader. Also remove the old Postprocess flags from the Vulkan image that were a leftover from copying that code from the old Vulkan renderer.
53 lines
1.4 KiB
GLSL
53 lines
1.4 KiB
GLSL
#ifndef _ENUMS_
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#define _ENUMS_
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#define GSK_GPU_PATTERN_STACK_SIZE 16
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#define GSK_GPU_SHADER_CLIP_NONE 0u
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#define GSK_GPU_SHADER_CLIP_RECT 1u
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#define GSK_GPU_SHADER_CLIP_ROUNDED 2u
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#define GSK_GPU_PATTERN_DONE 0u
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#define GSK_GPU_PATTERN_COLOR 1u
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#define GSK_GPU_PATTERN_OPACITY 2u
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#define GSK_GPU_PATTERN_TEXTURE 3u
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#define GSK_GPU_PATTERN_STRAIGHT_ALPHA 4u
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#define GSK_GPU_PATTERN_COLOR_MATRIX 5u
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#define GSK_GPU_PATTERN_GLYPHS 6u
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#define GSK_GPU_PATTERN_LINEAR_GRADIENT 7u
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#define GSK_GPU_PATTERN_REPEATING_LINEAR_GRADIENT 8u
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#define GSK_GPU_PATTERN_RADIAL_GRADIENT 9u
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#define GSK_GPU_PATTERN_REPEATING_RADIAL_GRADIENT 10u
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#define GSK_GPU_PATTERN_CONIC_GRADIENT 11u
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#define GSK_GPU_PATTERN_CLIP 12u
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#define GSK_GPU_PATTERN_ROUNDED_CLIP 13u
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#define GSK_GPU_PATTERN_REPEAT_PUSH 14u
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#define GSK_GPU_PATTERN_POSITION_POP 15u
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#define GSK_GPU_PATTERN_PUSH_COLOR 16u
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#define GSK_GPU_PATTERN_POP_CROSS_FADE 17u
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#define GSK_GPU_PATTERN_POP_MASK_ALPHA 18u
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#define GSK_GPU_PATTERN_POP_MASK_INVERTED_ALPHA 19u
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#define GSK_GPU_PATTERN_POP_MASK_LUMINANCE 20u
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#define GSK_GPU_PATTERN_POP_MASK_INVERTED_LUMINANCE 21u
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#define TOP 0u
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#define RIGHT 1u
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#define BOTTOM 2u
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#define LEFT 3u
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#define TOP_LEFT 0u
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#define TOP_RIGHT 1u
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#define BOTTOM_RIGHT 2u
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#define BOTTOM_LEFT 3u
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#define SLICE_TOP_LEFT 0u
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#define SLICE_TOP 1u
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#define SLICE_TOP_RIGHT 2u
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#define SLICE_RIGHT 3u
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#define SLICE_BOTTOM_RIGHT 4u
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#define SLICE_BOTTOM 5u
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#define SLICE_BOTTOM_LEFT 6u
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#define SLICE_LEFT 7u
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#endif
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