vulkan: Implement nonseparable blendmodes

This is a directly-from-the-spec, unoptimized implementation.
This commit is contained in:
Matthias Clasen 2017-09-23 08:59:06 -04:00
parent d61f6ff393
commit 3c98b90fc6
5 changed files with 125 additions and 7 deletions

View File

@ -186,11 +186,6 @@ gsk_vulkan_render_pass_add_node (GskVulkanRenderPass *self,
FALLBACK ("Unsupported node '%s'\n", node->node_class->type_name);
case GSK_BLEND_NODE:
if (gsk_blend_node_get_blend_mode (node) == GSK_BLEND_MODE_COLOR ||
gsk_blend_node_get_blend_mode (node) == GSK_BLEND_MODE_HUE ||
gsk_blend_node_get_blend_mode (node) == GSK_BLEND_MODE_SATURATION ||
gsk_blend_node_get_blend_mode (node) == GSK_BLEND_MODE_LUMINOSITY)
FALLBACK ("Nonseparable blend modes not implemented\n");
if (gsk_vulkan_clip_contains_rect (&constants->clip, &node->bounds))
pipeline_type = GSK_VULKAN_PIPELINE_BLEND_MODE;
else if (constants->clip.type == GSK_VULKAN_CLIP_RECT)

View File

@ -10,7 +10,7 @@ layout(location = 3) flat in uint inBlendMode;
layout(set = 0, binding = 0) uniform sampler2D startTexture;
layout(set = 1, binding = 0) uniform sampler2D endTexture;
layout(location = 0) out vec4 color;
layout(location = 0) out vec4 outColor;
vec3
multiply (vec3 source, vec3 backdrop, float opacity)
@ -134,6 +134,121 @@ exclusion (vec3 source, vec3 backdrop, float opacity)
return mix (source, result, opacity);
}
float
lum (vec3 c)
{
return 0.3 * c.r + 0.59 * c.g + 0.11 * c.b;
}
vec3
clip_color (vec3 c)
{
float l = lum (c);
float n = min (c.r, min (c.g, c.b));
float x = max (c.r, max (c.g, c.b));
if (n < 0) c = l + (((c - l) * l) / (l - n));
if (x > 1) c = l + (((c - l) * (1 - l)) / (x - l));
return c;
}
vec3
set_lum (vec3 c, float l)
{
float d = l - lum (c);
return clip_color (vec3 (c.r + d, c.g + d, c.b + d));
}
float
sat (vec3 c)
{
return max (c.r, max (c.g, c.b)) - min (c.r, min (c.g, c.b));
}
vec3
set_sat (vec3 c, float s)
{
float cmin = min (c.r, min (c.g, c.b));
float cmax = max (c.r, max (c.g, c.b));
vec3 res;
if (cmax == cmin)
res = vec3 (0, 0, 0);
else
{
if (c.r == cmax)
{
if (c.g == cmin)
{
res.b = ((c.b - cmin) * s) / (cmax - cmin);
res.g = 0;
}
else
{
res.g = ((c.g - cmin) * s) / (cmax - cmin);
res.b = 0;
}
res.r = s;
}
else if (c.g == cmax)
{
if (c.r == cmin)
{
res.b = ((c.b - cmin) * s) / (cmax - cmin);
res.r = 0;
}
else
{
res.r = ((c.r - cmin) * s) / (cmax - cmin);
res.b = 0;
}
res.g = s;
}
else
{
if (c.r == cmin)
{
res.g = ((c.g - cmin) * s) / (cmax - cmin);
res.r = 0;
}
else
{
res.r = ((c.r - cmin) * s) / (cmax - cmin);
res.g = 0;
}
res.b = s;
}
}
return res;
}
vec3
color (vec3 source, vec3 backdrop, float opacity)
{
vec3 result = set_lum (source, lum (backdrop));
return mix (source, result, opacity);
}
vec3
hue (vec3 source, vec3 backdrop, float opacity)
{
vec3 result = set_lum (set_sat (source, sat (backdrop)), lum (backdrop));
return mix (source, result, opacity);
}
vec3
saturation (vec3 source, vec3 backdrop, float opacity)
{
vec3 result = set_lum (set_sat (backdrop, sat (source)), lum (backdrop));
return mix (source, result, opacity);
}
vec3
luminosity (vec3 source, vec3 backdrop, float opacity)
{
vec3 result = set_lum (backdrop, lum (source));
return mix (source, result, opacity);
}
float
combine (float source, float backdrop)
{
@ -176,8 +291,16 @@ void main()
rgb = difference (source.rgb, backdrop.rgb, backdrop.a);
else if (inBlendMode == 11)
rgb = exclusion (source.rgb, backdrop.rgb, backdrop.a);
else if (inBlendMode == 12)
rgb = color (source.rgb, backdrop.rgb, backdrop.a);
else if (inBlendMode == 13)
rgb = hue (source.rgb, backdrop.rgb, backdrop.a);
else if (inBlendMode == 14)
rgb = saturation (source.rgb, backdrop.rgb, backdrop.a);
else if (inBlendMode == 15)
rgb = luminosity (source.rgb, backdrop.rgb, backdrop.a);
else
discard;
color = clip (inPos, vec4 (rgb, a));
outColor = clip (inPos, vec4 (rgb, a));
}