forked from AuroraMiddleware/gtk
gl: Use a uniform to flip R and B colors on GLES
This allows us to decide when the R and B color channels should be flipped with a much better granularity. For instance, when using GLX_EXT_texture_from_pixmap to create a GL texture from a surface we don't need to swap the R and B channels, as the internal representation of the texture data will already have the appropriate colors. We also don't need to flip color channels when blitting from a texture.
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parent
1379b4b175
commit
f848450a70
15
gdk/gdkgl.c
15
gdk/gdkgl.c
@ -138,6 +138,7 @@ make_program (GdkGLContextProgram *program,
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program->position_location = glGetAttribLocation (program->program, "position");
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program->uv_location = glGetAttribLocation (program->program, "uv");
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program->map_location = glGetUniformLocation (program->program, "map");
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program->flip_location = glGetUniformLocation (program->program, "flipColors");
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}
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static void
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@ -212,7 +213,8 @@ void
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gdk_gl_texture_quads (GdkGLContext *paint_context,
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guint texture_target,
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int n_quads,
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GdkTexturedQuad *quads)
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GdkTexturedQuad *quads,
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gboolean flip_colors)
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{
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GdkGLContextPaintData *paint_data = gdk_gl_context_get_paint_data (paint_context);
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GdkGLContextProgram *program;
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@ -240,8 +242,13 @@ gdk_gl_texture_quads (GdkGLContext *paint_context,
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program = paint_data->current_program;
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/* Use texture unit 0 */
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glActiveTexture (GL_TEXTURE0);
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glUniform1i(program->map_location, 0); /* Use texture unit 0 */
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glUniform1i(program->map_location, 0);
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/* Flip 'R' and 'B' colors on GLES, if necessary */
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if (gdk_gl_context_get_use_es (paint_context))
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glUniform1i (program->flip_location, flip_colors ? 1 : 0);
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glEnableVertexAttribArray (program->position_location);
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glEnableVertexAttribArray (program->uv_location);
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@ -619,7 +626,7 @@ gdk_cairo_draw_from_gl (cairo_t *cr,
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}
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if (n_quads > 0)
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gdk_gl_texture_quads (paint_context, GL_TEXTURE_2D, n_quads, quads);
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gdk_gl_texture_quads (paint_context, GL_TEXTURE_2D, n_quads, quads, FALSE);
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g_free (quads);
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@ -798,7 +805,7 @@ gdk_gl_texture_from_surface (cairo_surface_t *surface,
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/* We don't want to combine the quads here, because they have different textures.
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* And we don't want to upload the unused source areas to make it one texture. */
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gdk_gl_texture_quads (paint_context, target, 1, &quad);
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gdk_gl_texture_quads (paint_context, target, 1, &quad, TRUE);
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}
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}
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@ -56,6 +56,7 @@ typedef struct {
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guint position_location;
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guint uv_location;
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guint map_location;
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guint flip_location;
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} GdkGLContextProgram;
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typedef struct {
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@ -443,7 +443,8 @@ typedef struct {
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void gdk_gl_texture_quads (GdkGLContext *paint_context,
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guint texture_target,
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int n_quads,
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GdkTexturedQuad *quads);
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GdkTexturedQuad *quads,
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gboolean flip_colors);
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void gdk_cairo_surface_mark_as_direct (cairo_surface_t *surface,
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GdkWindow *window);
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@ -1,12 +1,16 @@
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precision mediump float;
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uniform sampler2D map;
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uniform int flipColors;
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varying highp vec2 vUv;
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void main() {
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vec4 color = texture2D(map, vUv);
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/* Flip R and B around to match the Cairo convention */
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/* Flip R and B around to match the Cairo convention, if required */
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if (flipColors == 1)
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gl_FragColor = vec4(color.z, color.y, color.x, color.w);
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else
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gl_FragColor = color;
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}
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@ -455,15 +455,15 @@ gdk_x11_gl_context_texture_from_surface (GdkGLContext *paint_context,
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if (glx_pixmap == NULL)
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return FALSE;
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GDK_NOTE (OPENGL, g_message ("Using GLX_EXT_texture_from_pixmap to draw surface"));
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window = gdk_gl_context_get_window (paint_context)->impl_window;
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window_scale = gdk_window_get_scale_factor (window);
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gdk_window_get_unscaled_size (window, NULL, &unscaled_window_height);
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sx = sy = 1;
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cairo_surface_get_device_scale (window->current_paint.surface, &sx, &sy);
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cairo_surface_get_device_offset (surface,
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&device_x_offset, &device_y_offset);
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cairo_surface_get_device_offset (surface, &device_x_offset, &device_y_offset);
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/* Ensure all the X stuff are synced before we read it back via texture-from-pixmap */
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glXWaitX();
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@ -526,7 +526,7 @@ gdk_x11_gl_context_texture_from_surface (GdkGLContext *paint_context,
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#undef FLIP_Y
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gdk_gl_texture_quads (paint_context, target, n_rects, quads);
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gdk_gl_texture_quads (paint_context, target, n_rects, quads, FALSE);
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g_free (quads);
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glDisable (GL_SCISSOR_TEST);
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