gsk: Use clip defines in shaders

Use the NO_CLIP and RECT_CLIP defines to make
simpler shaders for these cases.

Note: This does not work yet.
This commit is contained in:
Matthias Clasen
2021-03-07 17:51:42 -05:00
parent 2c05b758c7
commit 46d1fc1c24
2 changed files with 30 additions and 7 deletions

View File

@@ -75,6 +75,16 @@ gsk_rounded_rect_coverage (GskRoundedRect r, vec2 p)
return 1.0 - dot(vec4(is_out), corner_coverages);
}
float
gsk_rect_coverage (vec4 r, vec2 p)
{
if (p.x < r.x || p.y < r.y ||
p.x >= r.z || p.y >= r.w)
return 0.0;
return 1.0;
}
vec4 GskTexture(sampler2D sampler, vec2 texCoords) {
#if defined(GSK_GLES) || defined(GSK_LEGACY)
return texture2D(sampler, texCoords);
@@ -101,14 +111,21 @@ vec2 gsk_get_frag_coord() {
}
void gskSetOutputColor(vec4 color) {
vec2 f = gsk_get_frag_coord();
vec4 result;
// We do *NOT* transform the clip rect here since we already
// need to do that on the CPU.
#if defined(GSK_GLES) || defined(GSK_LEGACY)
gl_FragColor = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
#if defined(NO_CLIP)
result = color;
#elif defined(RECT_CLIP)
result = color * gsk_rect_coverage(gsk_get_bounds(u_clip_rect),
gsk_get_frag_coord());
#else
outputColor = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
result = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect),
gsk_get_frag_coord());
#endif
#if defined(GSK_GLES) || defined(GSK_LEGACY)
gl_FragColor = result;
#else
outputColor = result;
#endif
/*outputColor = color;*/
}

View File

@@ -38,6 +38,12 @@ gsk_create_rect(vec4[3] data)
return GskRoundedRect(bounds, corner_points1, corner_points2);
}
vec4
gsk_get_bounds(vec4[3] data)
{
return vec4(data[0].xy, data[0].xy + data[0].zw);
}
vec4 gsk_premultiply(vec4 c) {
return vec4(c.rgb * c.a, c.a);
}