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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.
143 lines
4.6 KiB
GLSL
143 lines
4.6 KiB
GLSL
#extension GL_EXT_nonuniform_qualifier : enable
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#include "enums.glsl"
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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mat3x4 clip;
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vec2 scale;
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} push;
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layout(constant_id=0) const uint GSK_SHADER_CLIP = GSK_GPU_SHADER_CLIP_NONE;
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layout(constant_id=1) const uint GSK_IMMUTABLE_SAMPLERS = 8;
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#define GSK_GLOBAL_MVP push.mvp
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#define GSK_GLOBAL_CLIP push.clip
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#define GSK_GLOBAL_CLIP_RECT push.clip[0]
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#define GSK_GLOBAL_SCALE push.scale
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#define GSK_VERTEX_INDEX gl_VertexIndex
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#ifdef GSK_VERTEX_SHADER
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#define IN(_loc) layout(location = _loc) in
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#define PASS(_loc) layout(location = _loc) out
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#define PASS_FLAT(_loc) layout(location = _loc) flat out
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#endif
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#ifdef GSK_FRAGMENT_SHADER
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#define PASS(_loc) layout(location = _loc) in
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#define PASS_FLAT(_loc) layout(location = _loc) flat in
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layout(set = 0, binding = 0) uniform sampler2D immutable_textures[GSK_IMMUTABLE_SAMPLERS];
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layout(set = 0, binding = 1) uniform sampler2D textures[50000];
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layout(set = 1, binding = 0) readonly buffer FloatBuffers {
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float floats[];
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} buffers[50000];
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layout(location = 0) out vec4 out_color;
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vec4
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gsk_texture (uint id,
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vec2 pos)
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{
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if ((id & 1) != 0)
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{
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id >>= 1;
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if (id == 0)
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return texture (immutable_textures[0], pos);
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else if (GSK_IMMUTABLE_SAMPLERS > 1 && id == 1)
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return texture (immutable_textures[1], pos);
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else if (GSK_IMMUTABLE_SAMPLERS > 2 && id == 2)
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return texture (immutable_textures[2], pos);
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else if (GSK_IMMUTABLE_SAMPLERS > 3 && id == 3)
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return texture (immutable_textures[3], pos);
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else if (GSK_IMMUTABLE_SAMPLERS > 4 && id == 4)
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return texture (immutable_textures[4], pos);
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else if (GSK_IMMUTABLE_SAMPLERS > 5 && id == 5)
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return texture (immutable_textures[5], pos);
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else if (GSK_IMMUTABLE_SAMPLERS > 6 && id == 6)
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return texture (immutable_textures[6], pos);
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else if (GSK_IMMUTABLE_SAMPLERS > 7 && id == 7)
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return texture (immutable_textures[7], pos);
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else
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return vec4 (1.0, 0.0, 0.8, 1.0);
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}
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return texture (textures[nonuniformEXT (id >> 1)], pos);
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}
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ivec2
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gsk_texture_size (uint id,
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int lod)
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{
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if ((id & 1) != 0)
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{
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id >>= 1;
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if (id == 0)
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return textureSize (immutable_textures[0], lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 1 && id == 1)
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return textureSize (immutable_textures[1], lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 2 && id == 2)
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return textureSize (immutable_textures[2], lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 3 && id == 3)
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return textureSize (immutable_textures[3], lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 4 && id == 4)
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return textureSize (immutable_textures[4], lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 5 && id == 5)
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return textureSize (immutable_textures[5], lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 6 && id == 6)
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return textureSize (immutable_textures[6], lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 7 && id == 7)
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return textureSize (immutable_textures[7], lod);
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else
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return ivec2 (1, 1);
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}
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return textureSize (textures[nonuniformEXT (id >> 1)], lod);
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}
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vec4
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gsk_texel_fetch (uint id,
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ivec2 pos,
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int lod)
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{
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if ((id & 1) != 0)
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{
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id >>= 1;
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if (id == 0)
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return texelFetch (immutable_textures[0], pos, lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 1 && id == 1)
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return texelFetch (immutable_textures[1], pos, lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 2 && id == 2)
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return texelFetch (immutable_textures[2], pos, lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 3 && id == 3)
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return texelFetch (immutable_textures[3], pos, lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 4 && id == 4)
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return texelFetch (immutable_textures[4], pos, lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 5 && id == 5)
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return texelFetch (immutable_textures[5], pos, lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 6 && id == 6)
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return texelFetch (immutable_textures[6], pos, lod);
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else if (GSK_IMMUTABLE_SAMPLERS > 7 && id == 7)
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return texelFetch (immutable_textures[7], pos, lod);
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else
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return vec4 (1.0, 0.0, 0.8, 1.0);
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}
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return texelFetch (textures[nonuniformEXT (id >> 1)], pos, lod);
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}
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#define gsk_get_buffer(id) buffers[nonuniformEXT (id)]
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#define gsk_get_float(id) gsk_get_buffer(0).floats[id]
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#define gsk_get_int(id) (floatBitsToInt(gsk_get_float(id)))
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#define gsk_get_uint(id) (floatBitsToUint(gsk_get_float(id)))
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void
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gsk_set_output_color (vec4 color)
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{
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out_color = color;
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}
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#endif
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