mirror of
https://gitlab.freedesktop.org/wlroots/wlroots.git
synced 2026-03-10 05:34:08 -04:00
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
|
|
@ -35,6 +35,7 @@ struct wlr_gles2_tex_shader {
|
||||||
GLint tex;
|
GLint tex;
|
||||||
GLint alpha;
|
GLint alpha;
|
||||||
GLint pos_attrib;
|
GLint pos_attrib;
|
||||||
|
GLint dst_bounds;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct wlr_gles2_renderer {
|
struct wlr_gles2_renderer {
|
||||||
|
|
@ -79,6 +80,7 @@ struct wlr_gles2_renderer {
|
||||||
GLint proj;
|
GLint proj;
|
||||||
GLint color;
|
GLint color;
|
||||||
GLint pos_attrib;
|
GLint pos_attrib;
|
||||||
|
GLint dst_bounds;
|
||||||
} quad;
|
} quad;
|
||||||
struct wlr_gles2_tex_shader tex_rgba;
|
struct wlr_gles2_tex_shader tex_rgba;
|
||||||
struct wlr_gles2_tex_shader tex_rgbx;
|
struct wlr_gles2_tex_shader tex_rgbx;
|
||||||
|
|
|
||||||
|
|
@ -368,6 +368,13 @@ struct wlr_vk_frag_texture_pcr_data {
|
||||||
float matrix[4][4]; // only a 3x3 subset is used
|
float matrix[4][4]; // only a 3x3 subset is used
|
||||||
float alpha;
|
float alpha;
|
||||||
float luminance_multiplier;
|
float luminance_multiplier;
|
||||||
|
float _pad[2]; // padding for vec4 alignment
|
||||||
|
float dst_bounds[4]; // x, y, x+width, y+height
|
||||||
|
};
|
||||||
|
|
||||||
|
struct wlr_vk_frag_quad_pcr_data {
|
||||||
|
float color[4];
|
||||||
|
float dst_bounds[4]; // x, y, x+width, y+height
|
||||||
};
|
};
|
||||||
|
|
||||||
struct wlr_vk_frag_output_pcr_data {
|
struct wlr_vk_frag_output_pcr_data {
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,8 @@
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
#include <assert.h>
|
#include <assert.h>
|
||||||
|
#include <math.h>
|
||||||
#include <pixman.h>
|
#include <pixman.h>
|
||||||
|
#include <stdbool.h>
|
||||||
#include <time.h>
|
#include <time.h>
|
||||||
#include <unistd.h>
|
#include <unistd.h>
|
||||||
#include <wlr/render/drm_syncobj.h>
|
#include <wlr/render/drm_syncobj.h>
|
||||||
|
|
@ -77,7 +79,12 @@ out:
|
||||||
|
|
||||||
static void render(const struct wlr_fbox *box, const pixman_region32_t *clip, GLint attrib) {
|
static void render(const struct wlr_fbox *box, const pixman_region32_t *clip, GLint attrib) {
|
||||||
pixman_region32_t region;
|
pixman_region32_t region;
|
||||||
pixman_region32_init_rect(®ion, round(box->x), round(box->y), round(box->width), round(box->height));
|
// Expand region to include edge fragments for AA
|
||||||
|
pixman_region32_init_rect(®ion,
|
||||||
|
floor(box->x),
|
||||||
|
floor(box->y),
|
||||||
|
ceil(box->x + box->width) - floor(box->x),
|
||||||
|
ceil(box->y + box->height) - floor(box->y));
|
||||||
|
|
||||||
if (clip) {
|
if (clip) {
|
||||||
pixman_region32_intersect(®ion, ®ion, clip);
|
pixman_region32_intersect(®ion, ®ion, clip);
|
||||||
|
|
@ -247,6 +254,12 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
|
||||||
set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box);
|
set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box);
|
||||||
set_tex_matrix(shader->tex_proj, options->transform, &src_box);
|
set_tex_matrix(shader->tex_proj, options->transform, &src_box);
|
||||||
|
|
||||||
|
glUniform4f(shader->dst_bounds,
|
||||||
|
(float)dst_box.x,
|
||||||
|
(float)dst_box.y,
|
||||||
|
(float)(dst_box.x + dst_box.width),
|
||||||
|
(float)(dst_box.y + dst_box.height));
|
||||||
|
|
||||||
render(&dst_box, options->clip, shader->pos_attrib);
|
render(&dst_box, options->clip, shader->pos_attrib);
|
||||||
|
|
||||||
glBindTexture(texture->target, 0);
|
glBindTexture(texture->target, 0);
|
||||||
|
|
@ -270,6 +283,12 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
|
||||||
set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box);
|
set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box);
|
||||||
glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
|
glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
|
||||||
|
|
||||||
|
glUniform4f(renderer->shaders.quad.dst_bounds,
|
||||||
|
(float)box.x,
|
||||||
|
(float)box.y,
|
||||||
|
(float)(box.x + box.width),
|
||||||
|
(float)(box.y + box.height));
|
||||||
|
|
||||||
render(&box, options->clip, renderer->shaders.quad.pos_attrib);
|
render(&box, options->clip, renderer->shaders.quad.pos_attrib);
|
||||||
|
|
||||||
pop_gles2_debug(renderer);
|
pop_gles2_debug(renderer);
|
||||||
|
|
|
||||||
|
|
@ -641,6 +641,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
|
||||||
renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
|
renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
|
||||||
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
|
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
|
||||||
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
|
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
|
||||||
|
renderer->shaders.quad.dst_bounds = glGetUniformLocation(prog, "dst_bounds");
|
||||||
|
|
||||||
renderer->shaders.tex_rgba.program = prog =
|
renderer->shaders.tex_rgba.program = prog =
|
||||||
link_program(renderer, common_vert_src, tex_rgba_frag_src);
|
link_program(renderer, common_vert_src, tex_rgba_frag_src);
|
||||||
|
|
@ -652,6 +653,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
|
||||||
renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
|
renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
|
||||||
renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
|
renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
|
||||||
renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
|
renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
|
||||||
|
renderer->shaders.tex_rgba.dst_bounds = glGetUniformLocation(prog, "dst_bounds");
|
||||||
|
|
||||||
renderer->shaders.tex_rgbx.program = prog =
|
renderer->shaders.tex_rgbx.program = prog =
|
||||||
link_program(renderer, common_vert_src, tex_rgbx_frag_src);
|
link_program(renderer, common_vert_src, tex_rgbx_frag_src);
|
||||||
|
|
@ -663,6 +665,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
|
||||||
renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
|
renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
|
||||||
renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
|
renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
|
||||||
renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
|
renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
|
||||||
|
renderer->shaders.tex_rgbx.dst_bounds = glGetUniformLocation(prog, "dst_bounds");
|
||||||
|
|
||||||
if (renderer->exts.OES_egl_image_external) {
|
if (renderer->exts.OES_egl_image_external) {
|
||||||
renderer->shaders.tex_ext.program = prog =
|
renderer->shaders.tex_ext.program = prog =
|
||||||
|
|
@ -675,6 +678,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
|
||||||
renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
|
renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
|
||||||
renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
|
renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
|
||||||
renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
|
renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
|
||||||
|
renderer->shaders.tex_ext.dst_bounds = glGetUniformLocation(prog, "dst_bounds");
|
||||||
}
|
}
|
||||||
|
|
||||||
pop_gles2_debug(renderer);
|
pop_gles2_debug(renderer);
|
||||||
|
|
|
||||||
|
|
@ -7,7 +7,19 @@ precision mediump float;
|
||||||
varying vec4 v_color;
|
varying vec4 v_color;
|
||||||
varying vec2 v_texcoord;
|
varying vec2 v_texcoord;
|
||||||
uniform vec4 color;
|
uniform vec4 color;
|
||||||
|
uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
|
||||||
|
|
||||||
|
float compute_coverage() {
|
||||||
|
vec4 d = vec4(
|
||||||
|
gl_FragCoord.x - dst_bounds.x,
|
||||||
|
gl_FragCoord.y - dst_bounds.y,
|
||||||
|
dst_bounds.z - gl_FragCoord.x,
|
||||||
|
dst_bounds.w - gl_FragCoord.y
|
||||||
|
);
|
||||||
|
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
|
||||||
|
return min(min(cov.x, cov.y), min(cov.z, cov.w));
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_FragColor = color;
|
gl_FragColor = color * compute_coverage();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -9,7 +9,19 @@ precision mediump float;
|
||||||
varying vec2 v_texcoord;
|
varying vec2 v_texcoord;
|
||||||
uniform samplerExternalOES texture0;
|
uniform samplerExternalOES texture0;
|
||||||
uniform float alpha;
|
uniform float alpha;
|
||||||
|
uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
|
||||||
|
|
||||||
|
float compute_coverage() {
|
||||||
|
vec4 d = vec4(
|
||||||
|
gl_FragCoord.x - dst_bounds.x,
|
||||||
|
gl_FragCoord.y - dst_bounds.y,
|
||||||
|
dst_bounds.z - gl_FragCoord.x,
|
||||||
|
dst_bounds.w - gl_FragCoord.y
|
||||||
|
);
|
||||||
|
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
|
||||||
|
return min(min(cov.x, cov.y), min(cov.z, cov.w));
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
|
gl_FragColor = texture2D(texture0, v_texcoord) * alpha * compute_coverage();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -7,7 +7,19 @@ precision mediump float;
|
||||||
varying vec2 v_texcoord;
|
varying vec2 v_texcoord;
|
||||||
uniform sampler2D tex;
|
uniform sampler2D tex;
|
||||||
uniform float alpha;
|
uniform float alpha;
|
||||||
|
uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
|
||||||
|
|
||||||
|
float compute_coverage() {
|
||||||
|
vec4 d = vec4(
|
||||||
|
gl_FragCoord.x - dst_bounds.x,
|
||||||
|
gl_FragCoord.y - dst_bounds.y,
|
||||||
|
dst_bounds.z - gl_FragCoord.x,
|
||||||
|
dst_bounds.w - gl_FragCoord.y
|
||||||
|
);
|
||||||
|
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
|
||||||
|
return min(min(cov.x, cov.y), min(cov.z, cov.w));
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_FragColor = texture2D(tex, v_texcoord) * alpha;
|
gl_FragColor = texture2D(tex, v_texcoord) * alpha * compute_coverage();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -7,7 +7,19 @@ precision mediump float;
|
||||||
varying vec2 v_texcoord;
|
varying vec2 v_texcoord;
|
||||||
uniform sampler2D tex;
|
uniform sampler2D tex;
|
||||||
uniform float alpha;
|
uniform float alpha;
|
||||||
|
uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
|
||||||
|
|
||||||
|
float compute_coverage() {
|
||||||
|
vec4 d = vec4(
|
||||||
|
gl_FragCoord.x - dst_bounds.x,
|
||||||
|
gl_FragCoord.y - dst_bounds.y,
|
||||||
|
dst_bounds.z - gl_FragCoord.x,
|
||||||
|
dst_bounds.w - gl_FragCoord.y
|
||||||
|
);
|
||||||
|
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
|
||||||
|
return min(min(cov.x, cov.y), min(cov.z, cov.w));
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
|
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha * compute_coverage();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,7 @@
|
||||||
#include <assert.h>
|
#include <assert.h>
|
||||||
#include <drm_fourcc.h>
|
#include <drm_fourcc.h>
|
||||||
|
#include <math.h>
|
||||||
|
#include <stdbool.h>
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
#include <unistd.h>
|
#include <unistd.h>
|
||||||
#include <wlr/util/log.h>
|
#include <wlr/util/log.h>
|
||||||
|
|
@ -704,9 +706,17 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
|
||||||
|
|
||||||
switch (options->blend_mode) {
|
switch (options->blend_mode) {
|
||||||
case WLR_RENDER_BLEND_MODE_PREMULTIPLIED:;
|
case WLR_RENDER_BLEND_MODE_PREMULTIPLIED:;
|
||||||
|
// Expand the rendered region to include edge pixels for AA
|
||||||
|
struct wlr_fbox render_box = {
|
||||||
|
.x = floor(box.x),
|
||||||
|
.y = floor(box.y),
|
||||||
|
.width = ceil(box.x + box.width) - floor(box.x),
|
||||||
|
.height = ceil(box.y + box.height) - floor(box.y),
|
||||||
|
};
|
||||||
|
|
||||||
float proj[9], matrix[9];
|
float proj[9], matrix[9];
|
||||||
wlr_matrix_identity(proj);
|
wlr_matrix_identity(proj);
|
||||||
wlr_matrix_project_box(matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, proj);
|
wlr_matrix_project_box(matrix, &render_box, WL_OUTPUT_TRANSFORM_NORMAL, proj);
|
||||||
wlr_matrix_multiply(matrix, pass->projection, matrix);
|
wlr_matrix_multiply(matrix, pass->projection, matrix);
|
||||||
|
|
||||||
struct wlr_vk_pipeline *pipe = setup_get_or_create_pipeline(
|
struct wlr_vk_pipeline *pipe = setup_get_or_create_pipeline(
|
||||||
|
|
@ -726,12 +736,22 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
|
||||||
};
|
};
|
||||||
encode_proj_matrix(matrix, vert_pcr_data.mat4);
|
encode_proj_matrix(matrix, vert_pcr_data.mat4);
|
||||||
|
|
||||||
|
struct wlr_vk_frag_quad_pcr_data frag_pcr_data = {
|
||||||
|
.color = { linear_color[0], linear_color[1], linear_color[2], linear_color[3] },
|
||||||
|
.dst_bounds = {
|
||||||
|
(float)box.x,
|
||||||
|
(float)box.y,
|
||||||
|
(float)(box.x + box.width),
|
||||||
|
(float)(box.y + box.height),
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
bind_pipeline(pass, pipe->vk);
|
bind_pipeline(pass, pipe->vk);
|
||||||
vkCmdPushConstants(cb, pipe->layout->vk,
|
vkCmdPushConstants(cb, pipe->layout->vk,
|
||||||
VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
|
VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
|
||||||
vkCmdPushConstants(cb, pipe->layout->vk,
|
vkCmdPushConstants(cb, pipe->layout->vk,
|
||||||
VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data), sizeof(float) * 4,
|
VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data),
|
||||||
linear_color);
|
sizeof(frag_pcr_data), &frag_pcr_data);
|
||||||
|
|
||||||
for (int i = 0; i < clip_rects_len; i++) {
|
for (int i = 0; i < clip_rects_len; i++) {
|
||||||
VkRect2D rect;
|
VkRect2D rect;
|
||||||
|
|
@ -792,20 +812,39 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
|
||||||
wlr_render_texture_options_get_dst_box(options, &dst_box);
|
wlr_render_texture_options_get_dst_box(options, &dst_box);
|
||||||
float alpha = wlr_render_texture_options_get_alpha(options);
|
float alpha = wlr_render_texture_options_get_alpha(options);
|
||||||
|
|
||||||
|
// Expand the rendered region to include edge pixels for AA
|
||||||
|
struct wlr_fbox render_box = {
|
||||||
|
.x = floor(dst_box.x),
|
||||||
|
.y = floor(dst_box.y),
|
||||||
|
.width = ceil(dst_box.x + dst_box.width) - floor(dst_box.x),
|
||||||
|
.height = ceil(dst_box.y + dst_box.height) - floor(dst_box.y),
|
||||||
|
};
|
||||||
|
|
||||||
float proj[9], matrix[9];
|
float proj[9], matrix[9];
|
||||||
wlr_matrix_identity(proj);
|
wlr_matrix_identity(proj);
|
||||||
wlr_matrix_project_box(matrix, &dst_box, options->transform, proj);
|
wlr_matrix_project_box(matrix, &render_box, options->transform, proj);
|
||||||
wlr_matrix_multiply(matrix, pass->projection, matrix);
|
wlr_matrix_multiply(matrix, pass->projection, matrix);
|
||||||
|
|
||||||
|
// Base UV coordinates for sampling src_box from texture
|
||||||
|
float uv_off_x = src_box.x / options->texture->width;
|
||||||
|
float uv_off_y = src_box.y / options->texture->height;
|
||||||
|
float uv_size_x = src_box.width / options->texture->width;
|
||||||
|
float uv_size_y = src_box.height / options->texture->height;
|
||||||
|
|
||||||
|
// Adjust UV offset and size to compensate for expanded render region
|
||||||
|
float x_expand = (render_box.x - dst_box.x) / dst_box.width;
|
||||||
|
float y_expand = (render_box.y - dst_box.y) / dst_box.height;
|
||||||
|
float x_scale = render_box.width / dst_box.width;
|
||||||
|
float y_scale = render_box.height / dst_box.height;
|
||||||
|
|
||||||
|
uv_off_x += x_expand * uv_size_x;
|
||||||
|
uv_off_y += y_expand * uv_size_y;
|
||||||
|
uv_size_x *= x_scale;
|
||||||
|
uv_size_y *= y_scale;
|
||||||
|
|
||||||
struct wlr_vk_vert_pcr_data vert_pcr_data = {
|
struct wlr_vk_vert_pcr_data vert_pcr_data = {
|
||||||
.uv_off = {
|
.uv_off = { uv_off_x, uv_off_y },
|
||||||
src_box.x / options->texture->width,
|
.uv_size = { uv_size_x, uv_size_y },
|
||||||
src_box.y / options->texture->height,
|
|
||||||
},
|
|
||||||
.uv_size = {
|
|
||||||
src_box.width / options->texture->width,
|
|
||||||
src_box.height / options->texture->height,
|
|
||||||
},
|
|
||||||
};
|
};
|
||||||
encode_proj_matrix(matrix, vert_pcr_data.mat4);
|
encode_proj_matrix(matrix, vert_pcr_data.mat4);
|
||||||
|
|
||||||
|
|
@ -901,6 +940,12 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
|
||||||
struct wlr_vk_frag_texture_pcr_data frag_pcr_data = {
|
struct wlr_vk_frag_texture_pcr_data frag_pcr_data = {
|
||||||
.alpha = alpha,
|
.alpha = alpha,
|
||||||
.luminance_multiplier = luminance_multiplier,
|
.luminance_multiplier = luminance_multiplier,
|
||||||
|
.dst_bounds = {
|
||||||
|
(float)dst_box.x,
|
||||||
|
(float)dst_box.y,
|
||||||
|
(float)(dst_box.x + dst_box.width),
|
||||||
|
(float)(dst_box.y + dst_box.height),
|
||||||
|
},
|
||||||
};
|
};
|
||||||
encode_color_matrix(color_matrix, frag_pcr_data.matrix);
|
encode_color_matrix(color_matrix, frag_pcr_data.matrix);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -3,8 +3,20 @@
|
||||||
layout(location = 0) out vec4 out_color;
|
layout(location = 0) out vec4 out_color;
|
||||||
layout(push_constant) uniform UBO {
|
layout(push_constant) uniform UBO {
|
||||||
layout(offset = 80) vec4 color;
|
layout(offset = 80) vec4 color;
|
||||||
|
vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
|
||||||
} data;
|
} data;
|
||||||
|
|
||||||
void main() {
|
float compute_coverage() {
|
||||||
out_color = data.color;
|
vec4 d = vec4(
|
||||||
|
gl_FragCoord.x - data.dst_bounds.x,
|
||||||
|
gl_FragCoord.y - data.dst_bounds.y,
|
||||||
|
data.dst_bounds.z - gl_FragCoord.x,
|
||||||
|
data.dst_bounds.w - gl_FragCoord.y
|
||||||
|
);
|
||||||
|
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
|
||||||
|
return min(min(cov.x, cov.y), min(cov.z, cov.w));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
out_color = data.color * compute_coverage();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -10,6 +10,8 @@ layout(push_constant, row_major) uniform UBO {
|
||||||
layout(offset = 80) mat4 matrix;
|
layout(offset = 80) mat4 matrix;
|
||||||
float alpha;
|
float alpha;
|
||||||
float luminance_multiplier;
|
float luminance_multiplier;
|
||||||
|
vec2 _pad; // padding for vec4 alignment
|
||||||
|
vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
|
||||||
} data;
|
} data;
|
||||||
|
|
||||||
layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
|
layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
|
||||||
|
|
@ -57,6 +59,17 @@ vec3 bt1886_color_to_linear(vec3 color) {
|
||||||
return (L - Lmin) / (Lmax - Lmin);
|
return (L - Lmin) / (Lmax - Lmin);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float compute_coverage() {
|
||||||
|
vec4 d = vec4(
|
||||||
|
gl_FragCoord.x - data.dst_bounds.x,
|
||||||
|
gl_FragCoord.y - data.dst_bounds.y,
|
||||||
|
data.dst_bounds.z - gl_FragCoord.x,
|
||||||
|
data.dst_bounds.w - gl_FragCoord.y
|
||||||
|
);
|
||||||
|
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
|
||||||
|
return min(min(cov.x, cov.y), min(cov.z, cov.w));
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec4 in_color = textureLod(tex, uv, 0);
|
vec4 in_color = textureLod(tex, uv, 0);
|
||||||
|
|
||||||
|
|
@ -89,5 +102,5 @@ void main() {
|
||||||
// Back to pre-multiplied alpha
|
// Back to pre-multiplied alpha
|
||||||
out_color = vec4(rgb * alpha, alpha);
|
out_color = vec4(rgb * alpha, alpha);
|
||||||
|
|
||||||
out_color *= data.alpha;
|
out_color *= data.alpha * compute_coverage();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue