forked from AuroraMiddleware/gtk
gskglrenderer: Optimize radial-gradient shader
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bbf68c0d9d
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5ac7529771
@ -3050,6 +3050,9 @@ static inline void
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apply_radial_gradient_op (const Program *program,
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const OpRadialGradient *op)
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{
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float scale;
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float bias;
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OP_PRINT (" -> Radial gradient");
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if (op->n_color_stops.send)
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glUniform1i (program->radial_gradient.num_color_stops_location, op->n_color_stops.value);
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@ -3059,10 +3062,12 @@ apply_radial_gradient_op (const Program *program,
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op->n_color_stops.value * 5,
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(float *)op->color_stops.value);
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glUniform1f (program->radial_gradient.start_location, op->start);
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glUniform1f (program->radial_gradient.end_location, op->end);
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glUniform2f (program->radial_gradient.radius_location, op->radius[0], op->radius[1]);
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glUniform2f (program->radial_gradient.center_location, op->center[0], op->center[1]);
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scale = 1.0f / (op->end - op->start);
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bias = -op->start * scale;
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glUniform2f (program->radial_gradient.range_location, scale, bias);
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glUniform4f (program->radial_gradient.geometry_location,
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op->center[0], op->center[1],
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1.0f / op->radius[0], 1.0f / op->radius[1]);
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}
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static inline void
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@ -3374,10 +3379,8 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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/* radial gradient */
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INIT_PROGRAM_UNIFORM_LOCATION (radial_gradient, color_stops);
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INIT_PROGRAM_UNIFORM_LOCATION (radial_gradient, num_color_stops);
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INIT_PROGRAM_UNIFORM_LOCATION (radial_gradient, center);
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INIT_PROGRAM_UNIFORM_LOCATION (radial_gradient, start);
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INIT_PROGRAM_UNIFORM_LOCATION (radial_gradient, end);
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INIT_PROGRAM_UNIFORM_LOCATION (radial_gradient, radius);
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INIT_PROGRAM_UNIFORM_LOCATION (radial_gradient, geometry);
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INIT_PROGRAM_UNIFORM_LOCATION (radial_gradient, range);
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/* conic gradient */
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INIT_PROGRAM_UNIFORM_LOCATION (conic_gradient, color_stops);
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@ -123,10 +123,8 @@ struct _Program
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struct {
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int num_color_stops_location;
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int color_stops_location;
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int center_location;
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int start_location;
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int end_location;
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int radius_location;
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int geometry_location;
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int range_location;
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} radial_gradient;
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struct {
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int num_color_stops_location;
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@ -1,31 +1,18 @@
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// VERTEX_SHADER
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uniform float u_start;
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uniform float u_end;
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uniform float u_color_stops[6 * 5];
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uniform int u_num_color_stops;
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uniform vec2 u_radius;
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uniform vec2 u_center;
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uniform vec4 u_geometry;
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_OUT_ vec2 center;
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_OUT_ vec4 color_stops[6];
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_OUT_ float color_offsets[6];
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_OUT_ float start;
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_OUT_ float end;
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_NOPERSPECTIVE_ _OUT_ vec2 coord;
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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gl_Position = u_projection * (u_modelview * vec4(aPosition, 0.0, 1.0));
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center = (u_modelview * vec4(u_center, 0, 1)).xy;
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start = u_start;
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end = u_end;
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vec2 mv0 = u_modelview[0].xy;
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vec2 mv1 = u_modelview[1].xy;
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vec2 offset = aPosition - u_geometry.xy;
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vec2 dir = vec2(dot(mv0, offset),
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dot(mv1, offset));
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for (int i = 0; i < u_num_color_stops; i ++) {
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color_offsets[i] = u_color_stops[(i * 5) + 0];
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color_stops[i] = gsk_premultiply(vec4(u_color_stops[(i * 5) + 1],
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u_color_stops[(i * 5) + 2],
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u_color_stops[(i * 5) + 3],
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u_color_stops[(i * 5) + 4]));
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}
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coord = dir * u_geometry.zw;
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}
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// FRAGMENT_SHADER:
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@ -35,50 +22,48 @@ uniform int u_num_color_stops;
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uniform highp int u_num_color_stops;
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#endif
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uniform vec2 u_radius;
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uniform float u_end;
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uniform vec2 u_range;
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uniform float u_color_stops[6 * 5];
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_IN_ vec2 center;
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_IN_ vec4 color_stops[6];
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_IN_ float color_offsets[6];
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_IN_ float start;
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_IN_ float end;
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_NOPERSPECTIVE_ _IN_ vec2 coord;
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// The offsets in the color stops are relative to the
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// start and end values of the gradient.
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float abs_offset(float offset) {
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return start + ((end - start) * offset);
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float get_offset(int index) {
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return u_color_stops[5 * index];
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}
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vec4 get_color(int index) {
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int base = 5 * index + 1;
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return vec4(u_color_stops[base],
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u_color_stops[base + 1],
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u_color_stops[base + 2],
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u_color_stops[base + 3]);
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}
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void main() {
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vec2 pixel = gsk_get_frag_coord();
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vec2 rel = (center - pixel) / (u_radius);
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float d = sqrt(dot(rel, rel));
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// Reverse scale
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float offset = length(coord) * u_range.x + u_range.y;
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if (d < abs_offset (color_offsets[0])) {
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gskSetOutputColor(color_stops[0] * u_alpha);
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if (offset < get_offset(0)) {
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gskSetOutputColor(gsk_scaled_premultiply(get_color(0), u_alpha));
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return;
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}
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if (d > end) {
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gskSetOutputColor(color_stops[u_num_color_stops - 1] * u_alpha);
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return;
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}
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int n = u_num_color_stops - 1;
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for (int i = 0; i < n; i++) {
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float curr_offset = get_offset(i);
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float next_offset = get_offset(i + 1);
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vec4 color = vec4(0, 0, 0, 0);
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for (int i = 1; i < u_num_color_stops; i++) {
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float last_offset = abs_offset(color_offsets[i - 1]);
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float this_offset = abs_offset(color_offsets[i]);
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if (offset >= curr_offset && offset < next_offset) {
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float f = (offset - curr_offset) / (next_offset - curr_offset);
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vec4 curr_color = gsk_premultiply(get_color(i));
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vec4 next_color = gsk_premultiply(get_color(i + 1));
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vec4 color = mix(curr_color, next_color, f);
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// We have color_stops[i - 1] at last_offset and color_stops[i] at this_offset.
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// We now need to map `d` between those two offsets and simply mix linearly between them
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if (d >= last_offset && d <= this_offset) {
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float f = (d - last_offset) / (this_offset - last_offset);
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color = mix(color_stops[i - 1], color_stops[i], f);
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break;
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gskSetOutputColor(color * u_alpha);
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return;
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}
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}
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gskSetOutputColor(color * u_alpha);
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gskSetOutputColor(gsk_scaled_premultiply(get_color(n), u_alpha));
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}
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