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9d200c0002
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.
141 lines
5.4 KiB
C
141 lines
5.4 KiB
C
#include "config.h"
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#include "gskgpuconvertbuiltinopprivate.h"
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#include "gskgpuframeprivate.h"
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#include "gskgpuimageprivate.h"
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#include "gskgpuprintprivate.h"
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#include "gskrectprivate.h"
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#include "gdk/gdkcolorstateprivate.h"
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#include "gpu/shaders/gskgpuconvertbuiltininstance.h"
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typedef struct _GskGpuConvertBuiltinOp GskGpuConvertBuiltinOp;
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struct _GskGpuConvertBuiltinOp
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{
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GskGpuShaderOp op;
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};
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#define VARIATION_COLOR_SPACE_MASK (0xFF)
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#define VARIATION_OPACITY (1u << 8)
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#define VARIATION_STRAIGHT_ALPHA (1u << 9)
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#define VARIATION_PREMULTIPLY (1u << 10)
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#define VARIATION_REVERSE (1u << 11)
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static void
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gsk_gpu_convert_builtin_op_print_instance (GskGpuShaderOp *shader,
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gpointer instance_,
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GString *string)
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{
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GskGpuConvertbuiltinInstance *instance = (GskGpuConvertbuiltinInstance *) instance_;
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GdkColorState *builtin = (GdkColorState *) &gdk_builtin_color_states [shader->variation & VARIATION_COLOR_SPACE_MASK];
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gsk_gpu_print_rect (string, instance->rect);
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gsk_gpu_print_image (string, shader->images[0]);
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if (shader->variation & VARIATION_STRAIGHT_ALPHA)
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gsk_gpu_print_string (string, "straight");
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if (shader->variation & VARIATION_REVERSE)
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gsk_gpu_print_string (string, "reverse");
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gsk_gpu_print_string (string, gdk_color_state_get_name (builtin));
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}
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static const GskGpuShaderOpClass GSK_GPU_CONVERT_OP_CLASS = {
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{
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GSK_GPU_OP_SIZE (GskGpuConvertBuiltinOp),
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GSK_GPU_STAGE_SHADER,
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gsk_gpu_shader_op_finish,
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gsk_gpu_shader_op_print,
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#ifdef GDK_RENDERING_VULKAN
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gsk_gpu_shader_op_vk_command,
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#endif
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gsk_gpu_shader_op_gl_command
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},
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"gskgpuconvertbuiltin",
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gsk_gpu_convertbuiltin_n_textures,
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sizeof (GskGpuConvertbuiltinInstance),
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#ifdef GDK_RENDERING_VULKAN
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&gsk_gpu_convertbuiltin_info,
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#endif
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gsk_gpu_convert_builtin_op_print_instance,
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gsk_gpu_convertbuiltin_setup_attrib_locations,
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gsk_gpu_convertbuiltin_setup_vao
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};
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static GdkColorState *
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gsk_gpu_get_shader_color_state (GdkColorState *builtin)
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{
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switch (GDK_BUILTIN_COLOR_STATE_ID (builtin))
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{
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case GDK_BUILTIN_COLOR_STATE_ID_OKLAB:
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case GDK_BUILTIN_COLOR_STATE_ID_OKLCH:
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return GDK_COLOR_STATE_SRGB_LINEAR;
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case GDK_BUILTIN_COLOR_STATE_N_IDS:
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default:
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g_assert_not_reached ();
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return NULL;
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}
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}
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void
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gsk_gpu_convert_from_builtin_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GdkColorState *ccs,
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GdkColorState *builtin,
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float opacity,
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const graphene_point_t *offset,
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const GskGpuShaderImage *image)
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{
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GskGpuConvertbuiltinInstance *instance;
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g_assert (GDK_IS_BUILTIN_COLOR_STATE (builtin));
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_CONVERT_OP_CLASS,
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gsk_gpu_color_states_create (ccs, TRUE,
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gsk_gpu_get_shader_color_state (builtin), FALSE),
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GDK_BUILTIN_COLOR_STATE_ID (builtin) |
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(opacity < 1.0 ? VARIATION_OPACITY : 0) |
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((gsk_gpu_image_get_flags (image->image) & GSK_GPU_IMAGE_STRAIGHT_ALPHA) ? VARIATION_STRAIGHT_ALPHA : 0),
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clip,
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(GskGpuImage *[1]) { image->image },
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(GskGpuSampler[1]) { image->sampler },
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&instance);
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gsk_gpu_rect_to_float (image->coverage, offset, instance->rect);
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gsk_gpu_rect_to_float (image->bounds, offset, instance->tex_rect);
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instance->opacity = opacity;
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}
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void
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gsk_gpu_convert_to_builtin_op (GskGpuFrame *frame,
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GskGpuShaderClip clip,
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GdkColorState *builtin,
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gboolean builtin_premultiplied,
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GdkColorState *source_cs,
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float opacity,
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const graphene_point_t *offset,
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const GskGpuShaderImage *image)
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{
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GskGpuConvertbuiltinInstance *instance;
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gsk_gpu_shader_op_alloc (frame,
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&GSK_GPU_CONVERT_OP_CLASS,
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gsk_gpu_color_states_create (source_cs, TRUE,
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gsk_gpu_get_shader_color_state (builtin), FALSE),
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GDK_BUILTIN_COLOR_STATE_ID (builtin) |
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(opacity < 1.0 ? VARIATION_OPACITY : 0) |
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((gsk_gpu_image_get_flags (image->image) & GSK_GPU_IMAGE_STRAIGHT_ALPHA) ? VARIATION_STRAIGHT_ALPHA : 0) |
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(builtin_premultiplied ? VARIATION_PREMULTIPLY : 0) |
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VARIATION_REVERSE,
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clip,
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(GskGpuImage *[1]) { image->image },
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(GskGpuSampler[1]) { image->sampler },
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&instance);
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gsk_gpu_rect_to_float (image->coverage, offset, instance->rect);
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gsk_gpu_rect_to_float (image->bounds, offset, instance->tex_rect);
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instance->opacity = opacity;
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}
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