mirror of
https://gitlab.freedesktop.org/wlroots/wlroots.git
synced 2026-02-05 04:06:11 -05:00
render/pass: implement antialiasing for fractional coordinates
Signed-off-by: Loukas Agorgianitis <loukas@agorgianitis.com>
This commit is contained in:
parent
5a49f2ae14
commit
e92d8a7a53
11 changed files with 170 additions and 20 deletions
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@ -35,6 +35,7 @@ struct wlr_gles2_tex_shader {
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GLint tex;
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GLint alpha;
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GLint pos_attrib;
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GLint dst_bounds;
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};
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struct wlr_gles2_renderer {
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@ -79,6 +80,7 @@ struct wlr_gles2_renderer {
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GLint proj;
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GLint color;
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GLint pos_attrib;
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GLint dst_bounds;
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} quad;
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struct wlr_gles2_tex_shader tex_rgba;
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struct wlr_gles2_tex_shader tex_rgbx;
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@ -368,6 +368,13 @@ struct wlr_vk_frag_texture_pcr_data {
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float matrix[4][4]; // only a 3x3 subset is used
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float alpha;
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float luminance_multiplier;
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float _pad[2]; // padding for vec4 alignment
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float dst_bounds[4]; // x, y, x+width, y+height
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};
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struct wlr_vk_frag_quad_pcr_data {
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float color[4];
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float dst_bounds[4]; // x, y, x+width, y+height
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};
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struct wlr_vk_frag_output_pcr_data {
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@ -1,6 +1,8 @@
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#include <stdlib.h>
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#include <assert.h>
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#include <math.h>
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#include <pixman.h>
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#include <stdbool.h>
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#include <time.h>
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#include <unistd.h>
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#include <wlr/render/drm_syncobj.h>
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@ -77,7 +79,12 @@ out:
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static void render(const struct wlr_fbox *box, const pixman_region32_t *clip, GLint attrib) {
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pixman_region32_t region;
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pixman_region32_init_rect(®ion, round(box->x), round(box->y), round(box->width), round(box->height));
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// Expand region to include edge fragments for AA
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pixman_region32_init_rect(®ion,
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floor(box->x),
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floor(box->y),
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ceil(box->x + box->width) - floor(box->x),
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ceil(box->y + box->height) - floor(box->y));
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if (clip) {
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pixman_region32_intersect(®ion, ®ion, clip);
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@ -247,6 +254,12 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box);
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set_tex_matrix(shader->tex_proj, options->transform, &src_box);
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glUniform4f(shader->dst_bounds,
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(float)dst_box.x,
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(float)dst_box.y,
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(float)(dst_box.x + dst_box.width),
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(float)(dst_box.y + dst_box.height));
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render(&dst_box, options->clip, shader->pos_attrib);
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glBindTexture(texture->target, 0);
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@ -270,6 +283,12 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
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set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box);
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glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
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glUniform4f(renderer->shaders.quad.dst_bounds,
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(float)box.x,
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(float)box.y,
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(float)(box.x + box.width),
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(float)(box.y + box.height));
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render(&box, options->clip, renderer->shaders.quad.pos_attrib);
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pop_gles2_debug(renderer);
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@ -641,6 +641,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.quad.dst_bounds = glGetUniformLocation(prog, "dst_bounds");
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renderer->shaders.tex_rgba.program = prog =
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link_program(renderer, common_vert_src, tex_rgba_frag_src);
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@ -652,6 +653,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgba.dst_bounds = glGetUniformLocation(prog, "dst_bounds");
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renderer->shaders.tex_rgbx.program = prog =
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link_program(renderer, common_vert_src, tex_rgbx_frag_src);
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@ -663,6 +665,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgbx.dst_bounds = glGetUniformLocation(prog, "dst_bounds");
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if (renderer->exts.OES_egl_image_external) {
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renderer->shaders.tex_ext.program = prog =
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@ -675,6 +678,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_ext.dst_bounds = glGetUniformLocation(prog, "dst_bounds");
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}
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pop_gles2_debug(renderer);
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@ -7,7 +7,19 @@ precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec4 color;
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uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
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float compute_coverage() {
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vec4 d = vec4(
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gl_FragCoord.x - dst_bounds.x,
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gl_FragCoord.y - dst_bounds.y,
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dst_bounds.z - gl_FragCoord.x,
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dst_bounds.w - gl_FragCoord.y
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);
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vec4 cov = clamp(d + 0.5, 0.0, 1.0);
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return min(min(cov.x, cov.y), min(cov.z, cov.w));
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}
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void main() {
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gl_FragColor = color;
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gl_FragColor = color * compute_coverage();
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}
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@ -9,7 +9,19 @@ precision mediump float;
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varying vec2 v_texcoord;
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uniform samplerExternalOES texture0;
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uniform float alpha;
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uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
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float compute_coverage() {
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vec4 d = vec4(
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gl_FragCoord.x - dst_bounds.x,
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gl_FragCoord.y - dst_bounds.y,
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dst_bounds.z - gl_FragCoord.x,
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dst_bounds.w - gl_FragCoord.y
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);
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vec4 cov = clamp(d + 0.5, 0.0, 1.0);
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return min(min(cov.x, cov.y), min(cov.z, cov.w));
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}
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void main() {
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gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
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gl_FragColor = texture2D(texture0, v_texcoord) * alpha * compute_coverage();
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}
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@ -7,7 +7,19 @@ precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
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float compute_coverage() {
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vec4 d = vec4(
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gl_FragCoord.x - dst_bounds.x,
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gl_FragCoord.y - dst_bounds.y,
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dst_bounds.z - gl_FragCoord.x,
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dst_bounds.w - gl_FragCoord.y
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);
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vec4 cov = clamp(d + 0.5, 0.0, 1.0);
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return min(min(cov.x, cov.y), min(cov.z, cov.w));
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}
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void main() {
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gl_FragColor = texture2D(tex, v_texcoord) * alpha;
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gl_FragColor = texture2D(tex, v_texcoord) * alpha * compute_coverage();
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}
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@ -7,7 +7,19 @@ precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
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float compute_coverage() {
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vec4 d = vec4(
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gl_FragCoord.x - dst_bounds.x,
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gl_FragCoord.y - dst_bounds.y,
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dst_bounds.z - gl_FragCoord.x,
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dst_bounds.w - gl_FragCoord.y
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);
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vec4 cov = clamp(d + 0.5, 0.0, 1.0);
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return min(min(cov.x, cov.y), min(cov.z, cov.w));
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}
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void main() {
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gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
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gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha * compute_coverage();
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}
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@ -1,5 +1,7 @@
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#include <assert.h>
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#include <drm_fourcc.h>
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#include <math.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include <wlr/util/log.h>
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@ -704,9 +706,17 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
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switch (options->blend_mode) {
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case WLR_RENDER_BLEND_MODE_PREMULTIPLIED:;
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// Expand the rendered region to include edge pixels for AA
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struct wlr_fbox render_box = {
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.x = floor(box.x),
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.y = floor(box.y),
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.width = ceil(box.x + box.width) - floor(box.x),
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.height = ceil(box.y + box.height) - floor(box.y),
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};
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float proj[9], matrix[9];
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wlr_matrix_identity(proj);
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wlr_matrix_project_box(matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, proj);
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wlr_matrix_project_box(matrix, &render_box, WL_OUTPUT_TRANSFORM_NORMAL, proj);
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wlr_matrix_multiply(matrix, pass->projection, matrix);
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struct wlr_vk_pipeline *pipe = setup_get_or_create_pipeline(
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@ -726,12 +736,22 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
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};
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encode_proj_matrix(matrix, vert_pcr_data.mat4);
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struct wlr_vk_frag_quad_pcr_data frag_pcr_data = {
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.color = { linear_color[0], linear_color[1], linear_color[2], linear_color[3] },
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.dst_bounds = {
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(float)box.x,
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(float)box.y,
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(float)(box.x + box.width),
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(float)(box.y + box.height),
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},
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};
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bind_pipeline(pass, pipe->vk);
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vkCmdPushConstants(cb, pipe->layout->vk,
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VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
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vkCmdPushConstants(cb, pipe->layout->vk,
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VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data), sizeof(float) * 4,
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linear_color);
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VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data),
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sizeof(frag_pcr_data), &frag_pcr_data);
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for (int i = 0; i < clip_rects_len; i++) {
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VkRect2D rect;
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@ -792,20 +812,39 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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wlr_render_texture_options_get_dst_box(options, &dst_box);
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float alpha = wlr_render_texture_options_get_alpha(options);
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// Expand the rendered region to include edge pixels for AA
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struct wlr_fbox render_box = {
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.x = floor(dst_box.x),
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.y = floor(dst_box.y),
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.width = ceil(dst_box.x + dst_box.width) - floor(dst_box.x),
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.height = ceil(dst_box.y + dst_box.height) - floor(dst_box.y),
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};
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float proj[9], matrix[9];
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wlr_matrix_identity(proj);
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wlr_matrix_project_box(matrix, &dst_box, options->transform, proj);
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wlr_matrix_project_box(matrix, &render_box, options->transform, proj);
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wlr_matrix_multiply(matrix, pass->projection, matrix);
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// Base UV coordinates for sampling src_box from texture
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float uv_off_x = src_box.x / options->texture->width;
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float uv_off_y = src_box.y / options->texture->height;
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float uv_size_x = src_box.width / options->texture->width;
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float uv_size_y = src_box.height / options->texture->height;
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// Adjust UV offset and size to compensate for expanded render region
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float x_expand = (render_box.x - dst_box.x) / dst_box.width;
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float y_expand = (render_box.y - dst_box.y) / dst_box.height;
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float x_scale = render_box.width / dst_box.width;
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float y_scale = render_box.height / dst_box.height;
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uv_off_x += x_expand * uv_size_x;
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uv_off_y += y_expand * uv_size_y;
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uv_size_x *= x_scale;
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uv_size_y *= y_scale;
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struct wlr_vk_vert_pcr_data vert_pcr_data = {
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.uv_off = {
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src_box.x / options->texture->width,
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src_box.y / options->texture->height,
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},
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.uv_size = {
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src_box.width / options->texture->width,
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src_box.height / options->texture->height,
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},
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.uv_off = { uv_off_x, uv_off_y },
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.uv_size = { uv_size_x, uv_size_y },
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};
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encode_proj_matrix(matrix, vert_pcr_data.mat4);
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@ -901,6 +940,12 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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struct wlr_vk_frag_texture_pcr_data frag_pcr_data = {
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.alpha = alpha,
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.luminance_multiplier = luminance_multiplier,
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.dst_bounds = {
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(float)dst_box.x,
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(float)dst_box.y,
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(float)(dst_box.x + dst_box.width),
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(float)(dst_box.y + dst_box.height),
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},
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};
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encode_color_matrix(color_matrix, frag_pcr_data.matrix);
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@ -3,8 +3,20 @@
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layout(location = 0) out vec4 out_color;
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layout(push_constant) uniform UBO {
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layout(offset = 80) vec4 color;
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vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
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} data;
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void main() {
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out_color = data.color;
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float compute_coverage() {
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vec4 d = vec4(
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gl_FragCoord.x - data.dst_bounds.x,
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gl_FragCoord.y - data.dst_bounds.y,
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data.dst_bounds.z - gl_FragCoord.x,
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data.dst_bounds.w - gl_FragCoord.y
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);
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vec4 cov = clamp(d + 0.5, 0.0, 1.0);
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return min(min(cov.x, cov.y), min(cov.z, cov.w));
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}
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void main() {
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out_color = data.color * compute_coverage();
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}
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@ -10,6 +10,8 @@ layout(push_constant, row_major) uniform UBO {
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layout(offset = 80) mat4 matrix;
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float alpha;
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float luminance_multiplier;
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vec2 _pad; // padding for vec4 alignment
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vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
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} data;
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layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
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@ -57,6 +59,17 @@ vec3 bt1886_color_to_linear(vec3 color) {
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return (L - Lmin) / (Lmax - Lmin);
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}
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float compute_coverage() {
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vec4 d = vec4(
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gl_FragCoord.x - data.dst_bounds.x,
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gl_FragCoord.y - data.dst_bounds.y,
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data.dst_bounds.z - gl_FragCoord.x,
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data.dst_bounds.w - gl_FragCoord.y
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);
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vec4 cov = clamp(d + 0.5, 0.0, 1.0);
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return min(min(cov.x, cov.y), min(cov.z, cov.w));
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}
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void main() {
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vec4 in_color = textureLod(tex, uv, 0);
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@ -89,5 +102,5 @@ void main() {
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// Back to pre-multiplied alpha
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out_color = vec4(rgb * alpha, alpha);
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out_color *= data.alpha;
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out_color *= data.alpha * compute_coverage();
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}
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