gtk/gsk/gpu/gskgpuconvertbuiltinop.c
Benjamin Otte 9d200c0002 colorstate: Don't make oklab and oklch default colorstates
We don't use them for compositing so it's not necessary to force every
renderer to be able to natively convert to/from them.

Instead, introduce GdkBuiltinColorstate which is meant to carry the
built in colorspaces that aren't defaults.
2024-11-29 11:49:13 +00:00

141 lines
5.4 KiB
C

#include "config.h"
#include "gskgpuconvertbuiltinopprivate.h"
#include "gskgpuframeprivate.h"
#include "gskgpuimageprivate.h"
#include "gskgpuprintprivate.h"
#include "gskrectprivate.h"
#include "gdk/gdkcolorstateprivate.h"
#include "gpu/shaders/gskgpuconvertbuiltininstance.h"
typedef struct _GskGpuConvertBuiltinOp GskGpuConvertBuiltinOp;
struct _GskGpuConvertBuiltinOp
{
GskGpuShaderOp op;
};
#define VARIATION_COLOR_SPACE_MASK (0xFF)
#define VARIATION_OPACITY (1u << 8)
#define VARIATION_STRAIGHT_ALPHA (1u << 9)
#define VARIATION_PREMULTIPLY (1u << 10)
#define VARIATION_REVERSE (1u << 11)
static void
gsk_gpu_convert_builtin_op_print_instance (GskGpuShaderOp *shader,
gpointer instance_,
GString *string)
{
GskGpuConvertbuiltinInstance *instance = (GskGpuConvertbuiltinInstance *) instance_;
GdkColorState *builtin = (GdkColorState *) &gdk_builtin_color_states [shader->variation & VARIATION_COLOR_SPACE_MASK];
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");
if (shader->variation & VARIATION_REVERSE)
gsk_gpu_print_string (string, "reverse");
gsk_gpu_print_string (string, gdk_color_state_get_name (builtin));
}
static const GskGpuShaderOpClass GSK_GPU_CONVERT_OP_CLASS = {
{
GSK_GPU_OP_SIZE (GskGpuConvertBuiltinOp),
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
},
"gskgpuconvertbuiltin",
gsk_gpu_convertbuiltin_n_textures,
sizeof (GskGpuConvertbuiltinInstance),
#ifdef GDK_RENDERING_VULKAN
&gsk_gpu_convertbuiltin_info,
#endif
gsk_gpu_convert_builtin_op_print_instance,
gsk_gpu_convertbuiltin_setup_attrib_locations,
gsk_gpu_convertbuiltin_setup_vao
};
static GdkColorState *
gsk_gpu_get_shader_color_state (GdkColorState *builtin)
{
switch (GDK_BUILTIN_COLOR_STATE_ID (builtin))
{
case GDK_BUILTIN_COLOR_STATE_ID_OKLAB:
case GDK_BUILTIN_COLOR_STATE_ID_OKLCH:
return GDK_COLOR_STATE_SRGB_LINEAR;
case GDK_BUILTIN_COLOR_STATE_N_IDS:
default:
g_assert_not_reached ();
return NULL;
}
}
void
gsk_gpu_convert_from_builtin_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
GdkColorState *ccs,
GdkColorState *builtin,
float opacity,
const graphene_point_t *offset,
const GskGpuShaderImage *image)
{
GskGpuConvertbuiltinInstance *instance;
g_assert (GDK_IS_BUILTIN_COLOR_STATE (builtin));
gsk_gpu_shader_op_alloc (frame,
&GSK_GPU_CONVERT_OP_CLASS,
gsk_gpu_color_states_create (ccs, TRUE,
gsk_gpu_get_shader_color_state (builtin), FALSE),
GDK_BUILTIN_COLOR_STATE_ID (builtin) |
(opacity < 1.0 ? VARIATION_OPACITY : 0) |
((gsk_gpu_image_get_flags (image->image) & GSK_GPU_IMAGE_STRAIGHT_ALPHA) ? VARIATION_STRAIGHT_ALPHA : 0),
clip,
(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;
}
void
gsk_gpu_convert_to_builtin_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
GdkColorState *builtin,
gboolean builtin_premultiplied,
GdkColorState *source_cs,
float opacity,
const graphene_point_t *offset,
const GskGpuShaderImage *image)
{
GskGpuConvertbuiltinInstance *instance;
gsk_gpu_shader_op_alloc (frame,
&GSK_GPU_CONVERT_OP_CLASS,
gsk_gpu_color_states_create (source_cs, TRUE,
gsk_gpu_get_shader_color_state (builtin), FALSE),
GDK_BUILTIN_COLOR_STATE_ID (builtin) |
(opacity < 1.0 ? VARIATION_OPACITY : 0) |
((gsk_gpu_image_get_flags (image->image) & GSK_GPU_IMAGE_STRAIGHT_ALPHA) ? VARIATION_STRAIGHT_ALPHA : 0) |
(builtin_premultiplied ? VARIATION_PREMULTIPLY : 0) |
VARIATION_REVERSE,
clip,
(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;
}