gl renderer: Pass linear gradient stops to shaders directly

No need to copy them into the render ops like this.
This commit is contained in:
Timm Bäder 2019-12-17 18:11:45 +01:00
parent d7df56b6cb
commit 44ac2d5abb
5 changed files with 35 additions and 36 deletions

View File

@ -1137,23 +1137,10 @@ render_linear_gradient_node (GskGLRenderer *self,
const GskColorStop *stops = gsk_linear_gradient_node_peek_color_stops (node);
const graphene_point_t *start = gsk_linear_gradient_node_peek_start (node);
const graphene_point_t *end = gsk_linear_gradient_node_peek_end (node);
int i;
ops_set_program (builder, &self->linear_gradient_program);
op = ops_begin (builder, OP_CHANGE_LINEAR_GRADIENT);
for (i = 0; i < n_color_stops; i ++)
{
const GskColorStop *stop = stops + i;
op->color_stops[(i * 4) + 0] = stop->color.red;
op->color_stops[(i * 4) + 1] = stop->color.green;
op->color_stops[(i * 4) + 2] = stop->color.blue;
op->color_stops[(i * 4) + 3] = stop->color.alpha;
op->color_offsets[i] = stop->offset;
}
op->color_stops = stops;
op->n_color_stops = n_color_stops;
op->start_point.x = start->x + builder->dx;
op->start_point.y = start->y + builder->dy;
@ -2561,18 +2548,12 @@ apply_linear_gradient_op (const Program *program,
const OpLinearGradient *op)
{
OP_PRINT (" -> Linear gradient");
glUniform1i (program->linear_gradient.num_color_stops_location,
op->n_color_stops);
glUniform4fv (program->linear_gradient.color_stops_location,
op->n_color_stops,
op->color_stops);
glUniform1fv (program->linear_gradient.color_offsets_location,
op->n_color_stops,
op->color_offsets);
glUniform2f (program->linear_gradient.start_point_location,
op->start_point.x, op->start_point.y);
glUniform2f (program->linear_gradient.end_point_location,
op->end_point.x, op->end_point.y);
glUniform1i (program->linear_gradient.num_color_stops_location, op->n_color_stops);
glUniform1fv (program->linear_gradient.color_stops_location,
op->n_color_stops * 5,
(float *)op->color_stops);
glUniform2f (program->linear_gradient.start_point_location, op->start_point.x, op->start_point.y);
glUniform2f (program->linear_gradient.end_point_location, op->end_point.x, op->end_point.y);
}
static inline void
@ -2749,7 +2730,6 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
/* linear gradient */
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient, color_stops);
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient, color_offsets);
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient, num_color_stops);
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient, start_point);
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient, end_point);

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@ -58,7 +58,6 @@ struct _Program
struct {
int num_color_stops_location;
int color_stops_location;
int color_offsets_location;
int start_point_location;
int end_point_location;
} linear_gradient;

View File

@ -109,8 +109,7 @@ typedef struct
typedef struct
{
float color_offsets[8];
float color_stops[4 * 8];
const GskColorStop *color_stops;
graphene_point_t start_point;
graphene_point_t end_point;
int n_color_stops;

View File

@ -1,12 +1,16 @@
// VERTEX_SHADER
uniform vec2 u_start_point;
uniform vec2 u_end_point;
uniform float u_color_stops[8 * 5];
uniform int u_num_color_stops;
_OUT_ vec2 startPoint;
_OUT_ vec2 endPoint;
_OUT_ float maxDist;
_OUT_ vec2 gradient;
_OUT_ float gradientLength;
_OUT_ vec4 color_stops[8];
_OUT_ float color_offsets[8];
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
@ -18,18 +22,31 @@ void main() {
// Gradient direction
gradient = endPoint - startPoint;
gradientLength = length(gradient);
for (int i = 0; i < u_num_color_stops; i ++) {
color_offsets[i] = u_color_stops[(i * 5) + 0];
color_stops[i].r = u_color_stops[(i * 5) + 1];
color_stops[i].g = u_color_stops[(i * 5) + 2];
color_stops[i].b = u_color_stops[(i * 5) + 3];
color_stops[i].a = u_color_stops[(i * 5) + 4];
}
}
// FRAGMENT_SHADER:
uniform vec4 u_color_stops[8];
uniform float u_color_offsets[8];
#ifdef GSK_LEGACY
uniform int u_num_color_stops;
#else
uniform highp int u_num_color_stops; // Why? Because it works like this.
#endif
_IN_ vec2 startPoint;
_IN_ vec2 endPoint;
_IN_ float maxDist;
_IN_ vec2 gradient;
_IN_ float gradientLength;
_IN_ vec4 color_stops[8];
_IN_ float color_offsets[8];
vec4 fragCoord() {
vec4 f = gl_FragCoord;
@ -49,11 +66,11 @@ void main() {
// Offset of the current pixel
float offset = length(proj) / maxDist;
vec4 color = u_color_stops[0];
vec4 color = color_stops[0];
for (int i = 1; i < u_num_color_stops; i ++) {
if (offset >= u_color_offsets[i - 1]) {
float o = (offset - u_color_offsets[i - 1]) / (u_color_offsets[i] - u_color_offsets[i - 1]);
color = mix(u_color_stops[i - 1], u_color_stops[i], clamp(o, 0.0, 1.0));
if (offset >= color_offsets[i - 1]) {
float o = (offset - color_offsets[i - 1]) / (color_offsets[i] - color_offsets[i - 1]);
color = mix(color_stops[i - 1], color_stops[i], clamp(o, 0.0, 1.0));
}
}

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@ -2,6 +2,10 @@ uniform mat4 u_projection;
uniform mat4 u_modelview;
uniform float u_alpha;
#ifdef GSK_GLES
precision highp float;
#endif
#if GSK_GLES
#define _OUT_ varying
#define _IN_ varying