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Cairo surfaces are in BGRA format, but we upload them as RGBA buffers on GLES; this means that the R and B channels are flipped in the texture data. Instead of doing a costly channel flip before putting them on the GPU, we can flip the values inside the GLSL shader we use specifically for GLES. |
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gl2-texture-2d.fs.glsl | ||
gl2-texture-2d.vs.glsl | ||
gl2-texture-rect.fs.glsl | ||
gl2-texture-rect.vs.glsl | ||
gl3-texture-2d.fs.glsl | ||
gl3-texture-2d.vs.glsl | ||
gl3-texture-rect.fs.glsl | ||
gl3-texture-rect.vs.glsl | ||
gles2-texture.fs.glsl | ||
gles2-texture.vs.glsl |