forked from AuroraMiddleware/gtk
ngl: Set color as vertex attribute
Instead of using uniforms for color used in multiple programs, pass it as vertex attributes. This will let us batch more draw calls, since we don't have to change uniforms so often. In particular, for syntax-highlighted text.
This commit is contained in:
parent
3252f1e301
commit
06d5c8e72d
@ -1096,6 +1096,12 @@ gsk_ngl_command_queue_execute (GskNglCommandQueue *self,
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sizeof (GskNglDrawVertex),
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(void *) G_STRUCT_OFFSET (GskNglDrawVertex, uv));
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/* 2 = color location */
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glEnableVertexAttribArray (2);
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glVertexAttribPointer (2, 4, GL_FLOAT, GL_FALSE,
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sizeof (GskNglDrawVertex),
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(void *) G_STRUCT_OFFSET (GskNglDrawVertex, color));
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/* Setup initial scissor clip */
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if (scissor != NULL)
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{
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@ -347,6 +347,7 @@ gsk_ngl_driver_load_programs (GskNglDriver *self,
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/* Setup attributes that are provided via VBO */
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gsk_ngl_compiler_bind_attribute (compiler, "aPosition", 0);
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gsk_ngl_compiler_bind_attribute (compiler, "aUv", 1);
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gsk_ngl_compiler_bind_attribute (compiler, "aColor", 2);
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/* Use XMacros to register all of our programs and their uniforms */
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#define GSK_NGL_NO_UNIFORMS
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@ -376,7 +377,6 @@ gsk_ngl_driver_load_programs (GskNglDriver *self,
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uniforms \
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\
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gsk_ngl_program_uniforms_added (program, have_source); \
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\
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if (have_alpha) \
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gsk_ngl_program_set_uniform1f (program, UNIFORM_SHARED_ALPHA, 0, 1.0f); \
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\
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@ -1045,6 +1045,7 @@ gsk_ngl_driver_lookup_shader (GskNglDriver *self,
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/* Setup attributes that are provided via VBO */
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gsk_ngl_compiler_bind_attribute (compiler, "aPosition", 0);
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gsk_ngl_compiler_bind_attribute (compiler, "aUv", 1);
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gsk_ngl_compiler_bind_attribute (compiler, "aColor", 2);
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if ((program = gsk_ngl_compiler_compile (compiler, NULL, "", error)))
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{
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@ -58,13 +58,17 @@ typedef struct {
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graphene_rect_t parent_rect; /* Valid when pointer_is_child */
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} GskTextureKey;
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#define GSL_GK_NO_UNIFORMS UNIFORM_INVALID_##__COUNTER__
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#define GSK_NGL_NO_UNIFORMS CONCAT_EXPANDED(UNIFORM_INVALID_,__COUNTER__)
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#define CONCAT_EXPANDED(a,b) CONCAT_EXPANDED2(a,b)
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#define CONCAT_EXPANDED2(a,b) a##b
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#define GSK_NGL_ADD_UNIFORM(pos, KEY, name) UNIFORM_##KEY = UNIFORM_SHARED_LAST + pos,
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#define GSK_NGL_DEFINE_PROGRAM(name, resource, uniforms) enum { uniforms };
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# include "gsknglprograms.defs"
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#undef GSK_NGL_DEFINE_PROGRAM
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#undef GSK_NGL_ADD_UNIFORM
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#undef GSL_GK_NO_UNIFORMS
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#undef GSK_NGL_NO_UNIFORMS
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#undef CONCAT_EXPANDED
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#undef CONCAT_EXPANDED2
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#define GSK_TYPE_NGL_DRIVER (gsk_ngl_driver_get_type())
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@ -15,17 +15,16 @@ GSK_NGL_DEFINE_PROGRAM (blur,
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GSK_NGL_DEFINE_PROGRAM (border,
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"/org/gtk/libgsk/ngl/border.glsl",
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GSK_NGL_ADD_UNIFORM (1, BORDER_COLOR, u_color)
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GSK_NGL_ADD_UNIFORM (2, BORDER_WIDTHS, u_widths)
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GSK_NGL_ADD_UNIFORM (3, BORDER_OUTLINE_RECT, u_outline_rect))
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GSK_NGL_DEFINE_PROGRAM (color,
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"/org/gtk/libgsk/ngl/color.glsl",
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GSK_NGL_ADD_UNIFORM (1, COLOR_COLOR, u_color))
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GSK_NGL_NO_UNIFORMS)
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GSK_NGL_DEFINE_PROGRAM (coloring,
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"/org/gtk/libgsk/ngl/coloring.glsl",
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GSK_NGL_ADD_UNIFORM (1, COLORING_COLOR, u_color))
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GSK_NGL_NO_UNIFORMS)
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GSK_NGL_DEFINE_PROGRAM (color_matrix,
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"/org/gtk/libgsk/ngl/color_matrix.glsl",
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@ -45,7 +44,6 @@ GSK_NGL_DEFINE_PROGRAM (cross_fade,
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GSK_NGL_DEFINE_PROGRAM (inset_shadow,
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"/org/gtk/libgsk/ngl/inset_shadow.glsl",
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GSK_NGL_ADD_UNIFORM (1, INSET_SHADOW_COLOR, u_color)
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GSK_NGL_ADD_UNIFORM (2, INSET_SHADOW_SPREAD, u_spread)
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GSK_NGL_ADD_UNIFORM (3, INSET_SHADOW_OFFSET, u_offset)
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GSK_NGL_ADD_UNIFORM (4, INSET_SHADOW_OUTLINE_RECT, u_outline_rect))
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@ -59,7 +57,6 @@ GSK_NGL_DEFINE_PROGRAM (linear_gradient,
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GSK_NGL_DEFINE_PROGRAM (outset_shadow,
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"/org/gtk/libgsk/ngl/outset_shadow.glsl",
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GSK_NGL_ADD_UNIFORM (1, OUTSET_SHADOW_COLOR, u_color)
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GSK_NGL_ADD_UNIFORM (2, OUTSET_SHADOW_OUTLINE_RECT, u_outline_rect))
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GSK_NGL_DEFINE_PROGRAM (radial_gradient,
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@ -77,7 +74,6 @@ GSK_NGL_DEFINE_PROGRAM (repeat,
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GSK_NGL_DEFINE_PROGRAM (unblurred_outset_shadow,
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"/org/gtk/libgsk/ngl/unblurred_outset_shadow.glsl",
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GSK_NGL_ADD_UNIFORM (1, UNBLURRED_OUTSET_SHADOW_COLOR, u_color)
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GSK_NGL_ADD_UNIFORM (2, UNBLURRED_OUTSET_SHADOW_SPREAD, u_spread)
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GSK_NGL_ADD_UNIFORM (3, UNBLURRED_OUTSET_SHADOW_OFFSET, u_offset)
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GSK_NGL_ADD_UNIFORM (4, UNBLURRED_OUTSET_SHADOW_OUTLINE_RECT, u_outline_rect))
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@ -142,6 +142,9 @@ struct _GskNglRenderJob
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/* Our current alpha state as we process nodes */
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float alpha;
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/* Our current color state as we process nodes */
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GdkRGBA color;
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/* Offset (delta x,y) as we process nodes. Occasionally this is merged into
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* a transform that is referenced from child transform nodes.
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*/
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@ -395,6 +398,13 @@ gsk_ngl_render_job_set_alpha (GskNglRenderJob *job,
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return alpha;
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}
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static inline void
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gsk_ngl_render_job_set_color (GskNglRenderJob *job,
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const GdkRGBA *color)
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{
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job->color = *color;
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}
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static void
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extract_matrix_metadata (GskNglRenderModelview *modelview)
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{
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@ -874,13 +884,81 @@ gsk_ngl_render_job_update_clip (GskNglRenderJob *job,
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return TRUE;
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}
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/* fill_vertex_data */
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static void
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gsk_ngl_render_job_draw_coords (GskNglRenderJob *job,
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float min_x,
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float min_y,
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float max_x,
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float max_y,
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float min_u,
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float min_v,
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float max_u,
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float max_v)
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{
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GskNglDrawVertex *vertices = gsk_ngl_command_queue_add_vertices (job->command_queue);
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vertices[0].position[0] = min_x;
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vertices[0].position[1] = min_y;
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vertices[0].uv[0] = min_u;
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vertices[0].uv[1] = min_v;
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vertices[0].color[0] = job->color.red;
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vertices[0].color[1] = job->color.green;
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vertices[0].color[2] = job->color.blue;
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vertices[0].color[3] = job->color.alpha;
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vertices[1].position[0] = min_x;
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vertices[1].position[1] = max_y;
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vertices[1].uv[0] = min_u;
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vertices[1].uv[1] = max_v;
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vertices[1].color[0] = job->color.red;
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vertices[1].color[1] = job->color.green;
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vertices[1].color[2] = job->color.blue;
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vertices[1].color[3] = job->color.alpha;
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vertices[2].position[0] = max_x;
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vertices[2].position[1] = min_y;
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vertices[2].uv[0] = max_u;
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vertices[2].uv[1] = min_v;
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vertices[2].color[0] = job->color.red;
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vertices[2].color[1] = job->color.green;
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vertices[2].color[2] = job->color.blue;
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vertices[2].color[3] = job->color.alpha;
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vertices[3].position[0] = max_x;
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vertices[3].position[1] = max_y;
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vertices[3].uv[0] = max_u;
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vertices[3].uv[1] = max_v;
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vertices[3].color[0] = job->color.red;
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vertices[3].color[1] = job->color.green;
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vertices[3].color[2] = job->color.blue;
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vertices[3].color[3] = job->color.alpha;
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vertices[4].position[0] = min_x;
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vertices[4].position[1] = max_y;
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vertices[4].uv[0] = min_u;
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vertices[4].uv[1] = max_v;
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vertices[4].color[0] = job->color.red;
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vertices[4].color[1] = job->color.green;
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vertices[4].color[2] = job->color.blue;
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vertices[4].color[3] = job->color.alpha;
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vertices[5].position[0] = max_x;
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vertices[5].position[1] = min_y;
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vertices[5].uv[0] = max_u;
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vertices[5].uv[1] = min_v;
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vertices[5].color[0] = job->color.red;
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vertices[5].color[1] = job->color.green;
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vertices[5].color[2] = job->color.blue;
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vertices[5].color[3] = job->color.alpha;
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}
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/* load_vertex_data_with_region */
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static inline void
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gsk_ngl_render_job_load_vertices_from_offscreen (GskNglRenderJob *job,
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const graphene_rect_t *bounds,
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const GskNglRenderOffscreen *offscreen)
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{
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GskNglDrawVertex *vertices = gsk_ngl_command_queue_add_vertices (job->command_queue);
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float min_x = job->offset_x + bounds->origin.x;
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float min_y = job->offset_y + bounds->origin.y;
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float max_x = min_x + bounds->size.width;
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@ -888,35 +966,9 @@ gsk_ngl_render_job_load_vertices_from_offscreen (GskNglRenderJob *jo
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float y1 = offscreen->was_offscreen ? offscreen->area.y2 : offscreen->area.y;
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float y2 = offscreen->was_offscreen ? offscreen->area.y : offscreen->area.y2;
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vertices[0].position[0] = min_x;
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vertices[0].position[1] = min_y;
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vertices[0].uv[0] = offscreen->area.x;
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vertices[0].uv[1] = y1;
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vertices[1].position[0] = min_x;
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vertices[1].position[1] = max_y;
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vertices[1].uv[0] = offscreen->area.x;
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vertices[1].uv[1] = y2;
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vertices[2].position[0] = max_x;
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vertices[2].position[1] = min_y;
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vertices[2].uv[0] = offscreen->area.x2;
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vertices[2].uv[1] = y1;
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vertices[3].position[0] = max_x;
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vertices[3].position[1] = max_y;
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vertices[3].uv[0] = offscreen->area.x2;
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vertices[3].uv[1] = y2;
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vertices[4].position[0] = min_x;
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vertices[4].position[1] = max_y;
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vertices[4].uv[0] = offscreen->area.x;
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vertices[4].uv[1] = y2;
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vertices[5].position[0] = max_x;
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vertices[5].position[1] = min_y;
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vertices[5].uv[0] = offscreen->area.x2;
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vertices[5].uv[1] = y1;
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gsk_ngl_render_job_draw_coords (job,
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min_x, min_y, max_x, max_y,
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offscreen->area.x, y1, offscreen->area.x2, y2);
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}
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/* load_float_vertex_data */
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@ -927,41 +979,12 @@ gsk_ngl_render_job_draw (GskNglRenderJob *job,
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float width,
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float height)
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{
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GskNglDrawVertex *vertices = gsk_ngl_command_queue_add_vertices (job->command_queue);
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float min_x = job->offset_x + x;
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float min_y = job->offset_y + y;
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float max_x = min_x + width;
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float max_y = min_y + height;
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vertices[0].position[0] = min_x;
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vertices[0].position[1] = min_y;
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vertices[0].uv[0] = 0;
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vertices[0].uv[1] = 0;
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vertices[1].position[0] = min_x;
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vertices[1].position[1] = max_y;
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vertices[1].uv[0] = 0;
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vertices[1].uv[1] = 1;
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vertices[2].position[0] = max_x;
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vertices[2].position[1] = min_y;
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vertices[2].uv[0] = 1;
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vertices[2].uv[1] = 0;
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vertices[3].position[0] = max_x;
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vertices[3].position[1] = max_y;
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vertices[3].uv[0] = 1;
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vertices[3].uv[1] = 1;
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vertices[4].position[0] = min_x;
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vertices[4].position[1] = max_y;
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vertices[4].uv[0] = 0;
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vertices[4].uv[1] = 1;
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vertices[5].position[0] = max_x;
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vertices[5].position[1] = min_y;
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vertices[5].uv[0] = 1;
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vertices[5].uv[1] = 0;
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gsk_ngl_render_job_draw_coords (job, min_x, min_y, max_x, max_y, 0, 0, 1, 1);
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}
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/* load_vertex_data */
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@ -976,47 +999,6 @@ gsk_ngl_render_job_draw_rect (GskNglRenderJob *job,
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bounds->size.height);
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}
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/* fill_vertex_data */
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static void
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gsk_ngl_render_job_draw_coords (GskNglRenderJob *job,
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float min_x,
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float min_y,
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float max_x,
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float max_y)
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{
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GskNglDrawVertex *vertices = gsk_ngl_command_queue_add_vertices (job->command_queue);
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vertices[0].position[0] = min_x;
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vertices[0].position[1] = min_y;
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vertices[0].uv[0] = 0;
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vertices[0].uv[1] = 1;
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vertices[1].position[0] = min_x;
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vertices[1].position[1] = max_y;
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vertices[1].uv[0] = 0;
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vertices[1].uv[1] = 0;
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vertices[2].position[0] = max_x;
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vertices[2].position[1] = min_y;
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vertices[2].uv[0] = 1;
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vertices[2].uv[1] = 1;
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vertices[3].position[0] = max_x;
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vertices[3].position[1] = max_y;
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vertices[3].uv[0] = 1;
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vertices[3].uv[1] = 0;
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vertices[4].position[0] = min_x;
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vertices[4].position[1] = max_y;
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vertices[4].uv[0] = 0;
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vertices[4].uv[1] = 0;
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vertices[5].position[0] = max_x;
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vertices[5].position[1] = min_y;
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vertices[5].uv[0] = 1;
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vertices[5].uv[1] = 1;
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}
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/* load_offscreen_vertex_data */
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static inline void
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gsk_ngl_render_job_draw_offscreen_rect (GskNglRenderJob *job,
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@ -1027,7 +1009,7 @@ gsk_ngl_render_job_draw_offscreen_rect (GskNglRenderJob *job,
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float max_x = min_x + bounds->size.width;
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float max_y = min_y + bounds->size.height;
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gsk_ngl_render_job_draw_coords (job, min_x, min_y, max_x, max_y);
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gsk_ngl_render_job_draw_coords (job, min_x, min_y, max_x, max_y, 0, 1, 1, 0);
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}
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static inline void
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@ -1283,7 +1265,7 @@ blur_offscreen (GskNglRenderJob *job,
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gsk_ngl_program_set_uniform2f (job->current_program,
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UNIFORM_BLUR_DIR, 0,
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1, 0);
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gsk_ngl_render_job_draw_coords (job, 0, 0, texture_to_blur_width, texture_to_blur_height);
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gsk_ngl_render_job_draw_coords (job, 0, 0, texture_to_blur_width, texture_to_blur_height, 0, 1, 1, 0);
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gsk_ngl_render_job_end_draw (job);
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/* Bind second pass framebuffer and clear it */
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@ -1307,7 +1289,7 @@ blur_offscreen (GskNglRenderJob *job,
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gsk_ngl_program_set_uniform2f (job->current_program,
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UNIFORM_BLUR_DIR, 0,
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0, 1);
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gsk_ngl_render_job_draw_coords (job, 0, 0, texture_to_blur_width, texture_to_blur_height);
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gsk_ngl_render_job_draw_coords (job, 0, 0, texture_to_blur_width, texture_to_blur_height, 0, 1, 1, 0);
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gsk_ngl_render_job_end_draw (job);
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gsk_ngl_render_job_pop_modelview (job);
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@ -1381,9 +1363,7 @@ gsk_ngl_render_job_visit_color_node (GskNglRenderJob *job,
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const GskRenderNode *node)
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{
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gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color));
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gsk_ngl_program_set_uniform_color (job->current_program,
|
||||
UNIFORM_COLOR_COLOR, 0,
|
||||
gsk_color_node_get_color (node));
|
||||
gsk_ngl_render_job_set_color (job, gsk_color_node_get_color (node));
|
||||
gsk_ngl_render_job_draw_rect (job, &node->bounds);
|
||||
gsk_ngl_render_job_end_draw (job);
|
||||
}
|
||||
@ -1694,9 +1674,7 @@ gsk_ngl_render_job_visit_rect_border_node (GskNglRenderJob *job,
|
||||
|
||||
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color));
|
||||
|
||||
gsk_ngl_program_set_uniform_color (job->current_program,
|
||||
UNIFORM_COLOR_COLOR, 0,
|
||||
&colors[0]);
|
||||
gsk_ngl_render_job_set_color (job, &colors[0]);
|
||||
|
||||
gsk_ngl_render_job_draw_rect (job,
|
||||
&GRAPHENE_RECT_INIT (origin->x,
|
||||
@ -1737,12 +1715,10 @@ gsk_ngl_render_job_visit_uniform_border_node (GskNglRenderJob *job,
|
||||
gsk_ngl_render_job_transform_rounded_rect (job, rounded_outline, &outline);
|
||||
|
||||
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, inset_shadow));
|
||||
gsk_ngl_render_job_set_color (job, &colors[0]);
|
||||
gsk_ngl_program_set_uniform_rounded_rect (job->current_program,
|
||||
UNIFORM_INSET_SHADOW_OUTLINE_RECT, 0,
|
||||
&outline);
|
||||
gsk_ngl_program_set_uniform_color (job->current_program,
|
||||
UNIFORM_INSET_SHADOW_COLOR, 0,
|
||||
&colors[0]);
|
||||
gsk_ngl_program_set_uniform1f (job->current_program,
|
||||
UNIFORM_INSET_SHADOW_SPREAD, 0,
|
||||
widths[0]);
|
||||
@ -1758,7 +1734,7 @@ gsk_ngl_render_job_visit_border_node (GskNglRenderJob *job,
|
||||
const GskRenderNode *node)
|
||||
{
|
||||
const GskRoundedRect *rounded_outline = gsk_border_node_get_outline (node);
|
||||
const GdkRGBA *colors = gsk_border_node_get_colors (node);
|
||||
const GdkRGBA *c = gsk_border_node_get_colors (node);
|
||||
const float *widths = gsk_border_node_get_widths (node);
|
||||
struct {
|
||||
float w;
|
||||
@ -1818,52 +1794,48 @@ gsk_ngl_render_job_visit_border_node (GskNglRenderJob *job,
|
||||
const GskNglDrawVertex side_data[4][6] = {
|
||||
/* Top */
|
||||
{
|
||||
{ { min_x, min_y }, { 0, 1 }, }, /* Upper left */
|
||||
{ { min_x + sizes[0].w, min_y + sizes[0].h }, { 0, 0 }, }, /* Lower left */
|
||||
{ { max_x, min_y }, { 1, 1 }, }, /* Upper right */
|
||||
{ { min_x, min_y }, { 0, 1 }, { c[0].red, c[0].green, c[0].blue, c[0].alpha } }, /* Upper left */
|
||||
{ { min_x + sizes[0].w, min_y + sizes[0].h }, { 0, 0 }, { c[0].red, c[0].green, c[0].blue, c[0].alpha } }, /* Lower left */
|
||||
{ { max_x, min_y }, { 1, 1 }, { c[0].red, c[0].green, c[0].blue, c[0].alpha } }, /* Upper right */
|
||||
|
||||
{ { max_x - sizes[1].w, min_y + sizes[1].h }, { 1, 0 }, }, /* Lower right */
|
||||
{ { min_x + sizes[0].w, min_y + sizes[0].h }, { 0, 0 }, }, /* Lower left */
|
||||
{ { max_x, min_y }, { 1, 1 }, }, /* Upper right */
|
||||
{ { max_x - sizes[1].w, min_y + sizes[1].h }, { 1, 0 }, { c[0].red, c[0].green, c[0].blue, c[0].alpha } }, /* Lower right */
|
||||
{ { min_x + sizes[0].w, min_y + sizes[0].h }, { 0, 0 }, { c[0].red, c[0].green, c[0].blue, c[0].alpha } }, /* Lower left */
|
||||
{ { max_x, min_y }, { 1, 1 }, { c[0].red, c[0].green, c[0].blue, c[0].alpha } }, /* Upper right */
|
||||
},
|
||||
/* Right */
|
||||
{
|
||||
{ { max_x - sizes[1].w, min_y + sizes[1].h }, { 0, 1 }, }, /* Upper left */
|
||||
{ { max_x - sizes[2].w, max_y - sizes[2].h }, { 0, 0 }, }, /* Lower left */
|
||||
{ { max_x, min_y }, { 1, 1 }, }, /* Upper right */
|
||||
{ { max_x - sizes[1].w, min_y + sizes[1].h }, { 0, 1 }, { c[1].red, c[1].green, c[1].blue, c[1].alpha } }, /* Upper left */
|
||||
{ { max_x - sizes[2].w, max_y - sizes[2].h }, { 0, 0 }, { c[1].red, c[1].green, c[1].blue, c[1].alpha } }, /* Lower left */
|
||||
{ { max_x, min_y }, { 1, 1 }, { c[1].red, c[1].green, c[1].blue, c[1].alpha } }, /* Upper right */
|
||||
|
||||
{ { max_x, max_y }, { 1, 0 }, }, /* Lower right */
|
||||
{ { max_x - sizes[2].w, max_y - sizes[2].h }, { 0, 0 }, }, /* Lower left */
|
||||
{ { max_x, min_y }, { 1, 1 }, }, /* Upper right */
|
||||
{ { max_x, max_y }, { 1, 0 }, { c[1].red, c[1].green, c[1].blue, c[1].alpha } }, /* Lower right */
|
||||
{ { max_x - sizes[2].w, max_y - sizes[2].h }, { 0, 0 }, { c[1].red, c[1].green, c[1].blue, c[1].alpha } }, /* Lower left */
|
||||
{ { max_x, min_y }, { 1, 1 }, { c[1].red, c[1].green, c[1].blue, c[1].alpha } }, /* Upper right */
|
||||
},
|
||||
/* Bottom */
|
||||
{
|
||||
{ { min_x + sizes[3].w, max_y - sizes[3].h }, { 0, 1 }, }, /* Upper left */
|
||||
{ { min_x, max_y }, { 0, 0 }, }, /* Lower left */
|
||||
{ { max_x - sizes[2].w, max_y - sizes[2].h }, { 1, 1 }, }, /* Upper right */
|
||||
{ { min_x + sizes[3].w, max_y - sizes[3].h }, { 0, 1 }, { c[2].red, c[2].green, c[2].blue, c[2].alpha } }, /* Upper left */
|
||||
{ { min_x, max_y }, { 0, 0 }, { c[2].red, c[2].green, c[2].blue, c[2].alpha } }, /* Lower left */
|
||||
{ { max_x - sizes[2].w, max_y - sizes[2].h }, { 1, 1 }, { c[2].red, c[2].green, c[2].blue, c[2].alpha } }, /* Upper right */
|
||||
|
||||
{ { max_x, max_y }, { 1, 0 }, }, /* Lower right */
|
||||
{ { min_x , max_y }, { 0, 0 }, }, /* Lower left */
|
||||
{ { max_x - sizes[2].w, max_y - sizes[2].h }, { 1, 1 }, }, /* Upper right */
|
||||
{ { max_x, max_y }, { 1, 0 }, { c[2].red, c[2].green, c[2].blue, c[2].alpha } }, /* Lower right */
|
||||
{ { min_x , max_y }, { 0, 0 }, { c[2].red, c[2].green, c[2].blue, c[2].alpha } }, /* Lower left */
|
||||
{ { max_x - sizes[2].w, max_y - sizes[2].h }, { 1, 1 }, { c[2].red, c[2].green, c[2].blue, c[2].alpha } }, /* Upper right */
|
||||
},
|
||||
/* Left */
|
||||
{
|
||||
{ { min_x, min_y }, { 0, 1 }, }, /* Upper left */
|
||||
{ { min_x, max_y }, { 0, 0 }, }, /* Lower left */
|
||||
{ { min_x + sizes[0].w, min_y + sizes[0].h }, { 1, 1 }, }, /* Upper right */
|
||||
{ { min_x, min_y }, { 0, 1 }, { c[3].red, c[3].green, c[3].blue, c[3].alpha } }, /* Upper left */
|
||||
{ { min_x, max_y }, { 0, 0 }, { c[3].red, c[3].green, c[3].blue, c[3].alpha } }, /* Lower left */
|
||||
{ { min_x + sizes[0].w, min_y + sizes[0].h }, { 1, 1 }, { c[3].red, c[3].green, c[3].blue, c[3].alpha } }, /* Upper right */
|
||||
|
||||
{ { min_x + sizes[3].w, max_y - sizes[3].h }, { 1, 0 }, }, /* Lower right */
|
||||
{ { min_x, max_y }, { 0, 0 }, }, /* Lower left */
|
||||
{ { min_x + sizes[0].w, min_y + sizes[0].h }, { 1, 1 }, }, /* Upper right */
|
||||
{ { min_x + sizes[3].w, max_y - sizes[3].h }, { 1, 0 }, { c[3].red, c[3].green, c[3].blue, c[3].alpha } }, /* Lower right */
|
||||
{ { min_x, max_y }, { 0, 0 }, { c[3].red, c[3].green, c[3].blue, c[3].alpha } }, /* Lower left */
|
||||
{ { min_x + sizes[0].w, min_y + sizes[0].h }, { 1, 1 }, { c[3].red, c[3].green, c[3].blue, c[3].alpha } }, /* Upper right */
|
||||
}
|
||||
};
|
||||
int indices[4] = { 0, 1, 2, 3 };
|
||||
GskRoundedRect outline;
|
||||
GskNglProgram *program;
|
||||
|
||||
/* We sort them by color */
|
||||
sort_border_sides (colors, indices);
|
||||
|
||||
/* Prepare outline */
|
||||
gsk_ngl_render_job_transform_rounded_rect (job, rounded_outline, &outline);
|
||||
|
||||
@ -1881,16 +1853,12 @@ gsk_ngl_render_job_visit_border_node (GskNglRenderJob *job,
|
||||
{
|
||||
GskNglDrawVertex *vertices;
|
||||
|
||||
if (widths[indices[i]] <= 0)
|
||||
if (widths[i] <= 0)
|
||||
continue;
|
||||
|
||||
gsk_ngl_render_job_begin_draw (job, program);
|
||||
gsk_ngl_program_set_uniform4fv (job->current_program,
|
||||
UNIFORM_BORDER_COLOR, 0,
|
||||
1,
|
||||
(const float *)&colors[indices[i]]);
|
||||
vertices = gsk_ngl_command_queue_add_vertices (job->command_queue);
|
||||
memcpy (vertices, side_data[indices[i]], sizeof (GskNglDrawVertex) * GSK_NGL_N_VERTICES);
|
||||
memcpy (vertices, side_data[i], sizeof (GskNglDrawVertex) * GSK_NGL_N_VERTICES);
|
||||
gsk_ngl_render_job_end_draw (job);
|
||||
}
|
||||
}
|
||||
@ -2019,12 +1987,10 @@ gsk_ngl_render_job_visit_unblurred_inset_shadow_node (GskNglRenderJob *job,
|
||||
gsk_ngl_render_job_transform_rounded_rect (job, outline, &transformed_outline);
|
||||
|
||||
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, inset_shadow));
|
||||
gsk_ngl_render_job_set_color (job, gsk_inset_shadow_node_get_color (node));
|
||||
gsk_ngl_program_set_uniform_rounded_rect (job->current_program,
|
||||
UNIFORM_INSET_SHADOW_OUTLINE_RECT, 0,
|
||||
&transformed_outline);
|
||||
gsk_ngl_program_set_uniform_color (job->current_program,
|
||||
UNIFORM_INSET_SHADOW_COLOR, 0,
|
||||
gsk_inset_shadow_node_get_color (node));
|
||||
gsk_ngl_program_set_uniform1f (job->current_program,
|
||||
UNIFORM_INSET_SHADOW_SPREAD, 0,
|
||||
gsk_inset_shadow_node_get_spread (node));
|
||||
@ -2122,12 +2088,10 @@ gsk_ngl_render_job_visit_blurred_inset_shadow_node (GskNglRenderJob *job,
|
||||
|
||||
/* Actual inset shadow outline drawing */
|
||||
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, inset_shadow));
|
||||
gsk_ngl_render_job_set_color (job, gsk_inset_shadow_node_get_color (node));
|
||||
gsk_ngl_program_set_uniform_rounded_rect (job->current_program,
|
||||
UNIFORM_INSET_SHADOW_OUTLINE_RECT, 0,
|
||||
&transformed_outline);
|
||||
gsk_ngl_program_set_uniform_color (job->current_program,
|
||||
UNIFORM_INSET_SHADOW_COLOR, 0,
|
||||
gsk_inset_shadow_node_get_color (node));
|
||||
gsk_ngl_program_set_uniform1f (job->current_program,
|
||||
UNIFORM_INSET_SHADOW_SPREAD, 0,
|
||||
spread * MAX (scale_x, scale_y));
|
||||
@ -2231,12 +2195,10 @@ gsk_ngl_render_job_visit_unblurred_outset_shadow_node (GskNglRenderJob *job,
|
||||
gsk_ngl_render_job_transform_rounded_rect (job, outline, &transformed_outline);
|
||||
|
||||
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, unblurred_outset_shadow));
|
||||
gsk_ngl_render_job_set_color (job, gsk_outset_shadow_node_get_color (node));
|
||||
gsk_ngl_program_set_uniform_rounded_rect (job->current_program,
|
||||
UNIFORM_UNBLURRED_OUTSET_SHADOW_OUTLINE_RECT, 0,
|
||||
&transformed_outline);
|
||||
gsk_ngl_program_set_uniform_color (job->current_program,
|
||||
UNIFORM_UNBLURRED_OUTSET_SHADOW_COLOR, 0,
|
||||
gsk_outset_shadow_node_get_color (node));
|
||||
gsk_ngl_program_set_uniform1f (job->current_program,
|
||||
UNIFORM_UNBLURRED_OUTSET_SHADOW_SPREAD, 0,
|
||||
spread);
|
||||
@ -2387,9 +2349,7 @@ gsk_ngl_render_job_visit_blurred_outset_shadow_node (GskNglRenderJob *job,
|
||||
|
||||
/* Draw the outline using color program */
|
||||
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color));
|
||||
gsk_ngl_program_set_uniform_color (job->current_program,
|
||||
UNIFORM_COLOR_COLOR, 0,
|
||||
&white);
|
||||
gsk_ngl_render_job_set_color (job, &white);
|
||||
gsk_ngl_render_job_draw (job, 0, 0, texture_width, texture_height);
|
||||
gsk_ngl_render_job_end_draw (job);
|
||||
|
||||
@ -2433,9 +2393,7 @@ gsk_ngl_render_job_visit_blurred_outset_shadow_node (GskNglRenderJob *job,
|
||||
init_full_texture_region (&offscreen);
|
||||
|
||||
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, outset_shadow));
|
||||
gsk_ngl_program_set_uniform_color (job->current_program,
|
||||
UNIFORM_OUTSET_SHADOW_COLOR, 0,
|
||||
color);
|
||||
gsk_ngl_render_job_set_color (job, color);
|
||||
gsk_ngl_program_set_uniform_texture (job->current_program,
|
||||
UNIFORM_SHARED_SOURCE, 0,
|
||||
GL_TEXTURE_2D,
|
||||
@ -2456,9 +2414,7 @@ gsk_ngl_render_job_visit_blurred_outset_shadow_node (GskNglRenderJob *job,
|
||||
}
|
||||
|
||||
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, outset_shadow));
|
||||
gsk_ngl_program_set_uniform_color (job->current_program,
|
||||
UNIFORM_OUTSET_SHADOW_COLOR, 0,
|
||||
color);
|
||||
gsk_ngl_render_job_set_color (job, color);
|
||||
gsk_ngl_program_set_uniform_texture (job->current_program,
|
||||
UNIFORM_SHARED_SOURCE, 0,
|
||||
GL_TEXTURE_2D,
|
||||
@ -2753,14 +2709,9 @@ gsk_ngl_render_job_visit_text_node (GskNglRenderJob *job,
|
||||
|
||||
/* If the font has color glyphs, we don't need to recolor anything */
|
||||
if (!force_color && gsk_text_node_has_color_glyphs (node))
|
||||
{
|
||||
program = CHOOSE_PROGRAM (job, blit);
|
||||
}
|
||||
program = CHOOSE_PROGRAM (job, blit);
|
||||
else
|
||||
{
|
||||
program = CHOOSE_PROGRAM (job, coloring);
|
||||
gsk_ngl_program_set_uniform_color (program, UNIFORM_COLORING_COLOR, 0, color);
|
||||
}
|
||||
program = CHOOSE_PROGRAM (job, coloring);
|
||||
|
||||
lookup.font = (PangoFont *)font;
|
||||
lookup.scale = (guint) (text_scale * 1024);
|
||||
@ -2835,31 +2786,55 @@ gsk_ngl_render_job_visit_text_node (GskNglRenderJob *job,
|
||||
vertices[base+0].position[1] = glyph_y;
|
||||
vertices[base+0].uv[0] = tx;
|
||||
vertices[base+0].uv[1] = ty;
|
||||
vertices[base+0].color[0] = color->red;
|
||||
vertices[base+0].color[1] = color->green;
|
||||
vertices[base+0].color[2] = color->blue;
|
||||
vertices[base+0].color[3] = color->alpha;
|
||||
|
||||
vertices[base+1].position[0] = glyph_x;
|
||||
vertices[base+1].position[1] = glyph_y2;
|
||||
vertices[base+1].uv[0] = tx;
|
||||
vertices[base+1].uv[1] = ty2;
|
||||
vertices[base+1].color[0] = color->red;
|
||||
vertices[base+1].color[1] = color->green;
|
||||
vertices[base+1].color[2] = color->blue;
|
||||
vertices[base+1].color[3] = color->alpha;
|
||||
|
||||
vertices[base+2].position[0] = glyph_x2;
|
||||
vertices[base+2].position[1] = glyph_y;
|
||||
vertices[base+2].uv[0] = tx2;
|
||||
vertices[base+2].uv[1] = ty;
|
||||
vertices[base+2].color[0] = color->red;
|
||||
vertices[base+2].color[1] = color->green;
|
||||
vertices[base+2].color[2] = color->blue;
|
||||
vertices[base+2].color[3] = color->alpha;
|
||||
|
||||
vertices[base+3].position[0] = glyph_x2;
|
||||
vertices[base+3].position[1] = glyph_y2;
|
||||
vertices[base+3].uv[0] = tx2;
|
||||
vertices[base+3].uv[1] = ty2;
|
||||
vertices[base+3].color[0] = color->red;
|
||||
vertices[base+3].color[1] = color->green;
|
||||
vertices[base+3].color[2] = color->blue;
|
||||
vertices[base+3].color[3] = color->alpha;
|
||||
|
||||
vertices[base+4].position[0] = glyph_x;
|
||||
vertices[base+4].position[1] = glyph_y2;
|
||||
vertices[base+4].uv[0] = tx;
|
||||
vertices[base+4].uv[1] = ty2;
|
||||
vertices[base+4].color[0] = color->red;
|
||||
vertices[base+4].color[1] = color->green;
|
||||
vertices[base+4].color[2] = color->blue;
|
||||
vertices[base+4].color[3] = color->alpha;
|
||||
|
||||
vertices[base+5].position[0] = glyph_x2;
|
||||
vertices[base+5].position[1] = glyph_y;
|
||||
vertices[base+5].uv[0] = tx2;
|
||||
vertices[base+5].uv[1] = ty;
|
||||
vertices[base+5].color[0] = color->red;
|
||||
vertices[base+5].color[1] = color->green;
|
||||
vertices[base+5].color[2] = color->blue;
|
||||
vertices[base+5].color[3] = color->alpha;
|
||||
|
||||
batch->draw.vbo_count += GSK_NGL_N_VERTICES;
|
||||
used++;
|
||||
@ -2952,14 +2927,12 @@ gsk_ngl_render_job_visit_shadow_node (GskNglRenderJob *job,
|
||||
|
||||
gsk_ngl_render_job_offset (job, dx, dy);
|
||||
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, coloring));
|
||||
gsk_ngl_render_job_set_color (job, &shadow->color);
|
||||
gsk_ngl_program_set_uniform_texture (job->current_program,
|
||||
UNIFORM_SHARED_SOURCE, 0,
|
||||
GL_TEXTURE_2D,
|
||||
GL_TEXTURE0,
|
||||
offscreen.texture_id);
|
||||
gsk_ngl_program_set_uniform_color (job->current_program,
|
||||
UNIFORM_COLORING_COLOR, 0,
|
||||
&shadow->color);
|
||||
gsk_ngl_render_job_load_vertices_from_offscreen (job, &bounds, &offscreen);
|
||||
gsk_ngl_render_job_end_draw (job);
|
||||
gsk_ngl_render_job_offset (job, -dx, -dy);
|
||||
@ -3014,7 +2987,7 @@ gsk_ngl_render_job_visit_blur_node (GskNglRenderJob *job,
|
||||
GL_TEXTURE_2D,
|
||||
GL_TEXTURE0,
|
||||
offscreen.texture_id);
|
||||
gsk_ngl_render_job_draw_coords (job, min_x, min_y, max_x, max_y);
|
||||
gsk_ngl_render_job_draw_coords (job, min_x, min_y, max_x, max_y, 0, 1, 1, 0);
|
||||
gsk_ngl_render_job_end_draw (job);
|
||||
}
|
||||
|
||||
@ -3123,9 +3096,7 @@ gsk_ngl_render_job_visit_gl_shader_node_fallback (GskNglRenderJob *job,
|
||||
static const GdkRGBA pink = { 255 / 255., 105 / 255., 180 / 255., 1.0 };
|
||||
|
||||
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color));
|
||||
gsk_ngl_program_set_uniform_color (job->current_program,
|
||||
UNIFORM_COLOR_COLOR, 0,
|
||||
&pink);
|
||||
gsk_ngl_render_job_set_color (job, &pink);
|
||||
gsk_ngl_render_job_draw_rect (job, &node->bounds);
|
||||
gsk_ngl_render_job_end_draw (job);
|
||||
}
|
||||
@ -3317,7 +3288,6 @@ gsk_ngl_render_job_visit_texture_node (GskNglRenderJob *job,
|
||||
|
||||
for (guint i = 0; i < n_slices; i ++)
|
||||
{
|
||||
GskNglDrawVertex *vertices;
|
||||
const GskNglTextureSlice *slice = &slices[i];
|
||||
float x1, x2, y1, y2;
|
||||
|
||||
@ -3333,37 +3303,8 @@ gsk_ngl_render_job_visit_texture_node (GskNglRenderJob *job,
|
||||
GL_TEXTURE_2D,
|
||||
GL_TEXTURE0,
|
||||
slice->texture_id);
|
||||
vertices = gsk_ngl_command_queue_add_vertices (job->command_queue);
|
||||
|
||||
vertices[0].position[0] = x1;
|
||||
vertices[0].position[1] = y1;
|
||||
vertices[0].uv[0] = 0;
|
||||
vertices[0].uv[1] = 0;
|
||||
|
||||
vertices[1].position[0] = x1;
|
||||
vertices[1].position[1] = y2;
|
||||
vertices[1].uv[0] = 0;
|
||||
vertices[1].uv[1] = 1;
|
||||
|
||||
vertices[2].position[0] = x2;
|
||||
vertices[2].position[1] = y1;
|
||||
vertices[2].uv[0] = 1;
|
||||
vertices[2].uv[1] = 0;
|
||||
|
||||
vertices[3].position[0] = x2;
|
||||
vertices[3].position[1] = y2;
|
||||
vertices[3].uv[0] = 1;
|
||||
vertices[3].uv[1] = 1;
|
||||
|
||||
vertices[4].position[0] = x1;
|
||||
vertices[4].position[1] = y2;
|
||||
vertices[4].uv[0] = 0;
|
||||
vertices[4].uv[1] = 1;
|
||||
|
||||
vertices[5].position[0] = x2;
|
||||
vertices[5].position[1] = y1;
|
||||
vertices[5].uv[0] = 1;
|
||||
vertices[5].uv[1] = 0;
|
||||
gsk_ngl_render_job_draw_coords (job, x1, y1, x2, y2, 0, 0, 1, 1);
|
||||
}
|
||||
|
||||
gsk_ngl_render_job_end_draw (job);
|
||||
@ -3900,6 +3841,7 @@ gsk_ngl_render_job_new (GskNglDriver *driver,
|
||||
job->viewport = *viewport;
|
||||
|
||||
gsk_ngl_render_job_set_alpha (job, 1.0);
|
||||
gsk_ngl_render_job_set_color (job, &(GdkRGBA){ 0.f, 0.f, 0.f, 0.f });
|
||||
gsk_ngl_render_job_set_projection_from_rect (job, viewport, NULL);
|
||||
gsk_ngl_render_job_set_modelview (job, gsk_transform_scale (NULL, scale_factor, scale_factor));
|
||||
|
||||
|
@ -55,6 +55,7 @@ struct _GskNglDrawVertex
|
||||
{
|
||||
float position[2];
|
||||
float uv[2];
|
||||
float color[4];
|
||||
};
|
||||
|
||||
G_END_DECLS
|
||||
|
@ -1,4 +1,5 @@
|
||||
// VERTEX_SHADER:
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
|
@ -1,4 +1,5 @@
|
||||
// VERTEX_SHADER:
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
|
@ -1,5 +1,4 @@
|
||||
// VERTEX_SHADER:
|
||||
uniform vec4 u_color;
|
||||
uniform vec4 u_widths;
|
||||
uniform vec4[3] u_outline_rect;
|
||||
|
||||
@ -10,7 +9,7 @@ _OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
final_color = gsk_premultiply(u_color) * u_alpha;
|
||||
final_color = gsk_premultiply(aColor) * u_alpha;
|
||||
|
||||
GskRoundedRect outside = gsk_create_rect(u_outline_rect);
|
||||
GskRoundedRect inside = gsk_rounded_rect_shrink (outside, u_widths);
|
||||
|
@ -1,12 +1,10 @@
|
||||
// VERTEX_SHADER:
|
||||
uniform vec4 u_color;
|
||||
|
||||
_OUT_ vec4 final_color;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
final_color = gsk_premultiply(u_color) * u_alpha;
|
||||
final_color = gsk_premultiply(aColor) * u_alpha;
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
|
@ -1,4 +1,5 @@
|
||||
// VERTEX_SHADER:
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
|
@ -1,6 +1,4 @@
|
||||
// VERTEX_SHADER:
|
||||
uniform vec4 u_color;
|
||||
|
||||
_OUT_ vec4 final_color;
|
||||
|
||||
void main() {
|
||||
@ -8,7 +6,7 @@ void main() {
|
||||
|
||||
vUv = vec2(aUv.x, aUv.y);
|
||||
|
||||
final_color = gsk_premultiply(u_color) * u_alpha;
|
||||
final_color = gsk_premultiply(aColor) * u_alpha;
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
|
@ -10,8 +10,7 @@ void main() {
|
||||
vec2 mv1 = u_modelview[1].xy;
|
||||
vec2 offset = aPosition - u_geometry.xy;
|
||||
|
||||
coord = vec2(dot(mv0, offset),
|
||||
dot(mv1, offset));
|
||||
coord = vec2(dot(mv0, offset), dot(mv1, offset));
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
|
@ -1,4 +1,5 @@
|
||||
// VERTEX_SHADER:
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
|
@ -1,5 +1,4 @@
|
||||
// VERTEX_SHADER:
|
||||
uniform vec4 u_color;
|
||||
uniform float u_spread;
|
||||
uniform vec2 u_offset;
|
||||
uniform vec4[3] u_outline_rect;
|
||||
@ -11,7 +10,7 @@ _OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
final_color = gsk_premultiply(u_color) * u_alpha;
|
||||
final_color = gsk_premultiply(aColor) * u_alpha;
|
||||
|
||||
GskRoundedRect outside = gsk_create_rect(u_outline_rect);
|
||||
GskRoundedRect inside = gsk_rounded_rect_shrink(outside, vec4(u_spread));
|
||||
|
@ -1,5 +1,4 @@
|
||||
// VERTEX_SHADER:
|
||||
uniform vec4 u_color;
|
||||
uniform vec4[3] u_outline_rect;
|
||||
|
||||
_OUT_ vec4 final_color;
|
||||
@ -10,7 +9,7 @@ void main() {
|
||||
|
||||
vUv = vec2(aUv.x, aUv.y);
|
||||
|
||||
final_color = gsk_premultiply(u_color) * u_alpha;
|
||||
final_color = gsk_premultiply(aColor) * u_alpha;
|
||||
|
||||
GskRoundedRect outline = gsk_create_rect(u_outline_rect);
|
||||
gsk_rounded_rect_transform(outline, u_modelview);
|
||||
|
@ -1,7 +1,7 @@
|
||||
uniform sampler2D u_source;
|
||||
uniform mat4 u_projection;
|
||||
uniform mat4 u_modelview;
|
||||
uniform float u_alpha;// = 1.0;
|
||||
uniform float u_alpha;
|
||||
uniform vec4 u_viewport;
|
||||
uniform vec4[3] u_clip_rect;
|
||||
|
||||
@ -14,7 +14,6 @@ _OUT_ vec4 outputColor;
|
||||
_IN_ vec2 vUv;
|
||||
|
||||
|
||||
|
||||
GskRoundedRect gsk_decode_rect(_GSK_ROUNDED_RECT_UNIFORM_ r)
|
||||
{
|
||||
#if defined(GSK_GLES) || defined(GSK_LEGACY)
|
||||
|
@ -5,10 +5,12 @@ uniform float u_alpha;
|
||||
#if defined(GSK_GLES) || defined(GSK_LEGACY)
|
||||
attribute vec2 aPosition;
|
||||
attribute vec2 aUv;
|
||||
attribute vec4 aColor;
|
||||
_OUT_ vec2 vUv;
|
||||
#else
|
||||
_IN_ vec2 aPosition;
|
||||
_IN_ vec2 aUv;
|
||||
_IN_ vec4 aColor;
|
||||
_OUT_ vec2 vUv;
|
||||
#endif
|
||||
|
||||
|
@ -1,4 +1,5 @@
|
||||
// VERTEX_SHADER:
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
@ -9,7 +10,6 @@ void main() {
|
||||
uniform vec4 u_child_bounds;
|
||||
uniform vec4 u_texture_rect;
|
||||
|
||||
|
||||
float wrap(float f, float wrap_for) {
|
||||
return mod(f, wrap_for);
|
||||
}
|
||||
|
@ -1,5 +1,4 @@
|
||||
// VERTEX_SHADER:
|
||||
uniform vec4 u_color;
|
||||
uniform float u_spread;
|
||||
uniform vec2 u_offset;
|
||||
uniform vec4[3] u_outline_rect;
|
||||
@ -11,7 +10,7 @@ _OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
|
||||
final_color = gsk_premultiply(u_color) * u_alpha;
|
||||
final_color = gsk_premultiply(aColor) * u_alpha;
|
||||
|
||||
GskRoundedRect inside = gsk_create_rect(u_outline_rect);
|
||||
GskRoundedRect outside = gsk_rounded_rect_shrink(inside, vec4(- u_spread));
|
||||
|
Loading…
Reference in New Issue
Block a user