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render/pass: implement antialiasing for fractional coordinates
Signed-off-by: Loukas Agorgianitis <loukas@agorgianitis.com>
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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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