gsk: Add 'blit' program

For the root node we do not need to use blending, as it does not have
any backdrop to blend into. We can use a simpler 'blit' program that
only takes the content of the source and fills the texture quad with
it.
This commit is contained in:
Emmanuele Bassi
2016-07-04 13:55:00 +01:00
parent 7acc254d51
commit ac9517c0aa
4 changed files with 34 additions and 4 deletions

View File

@@ -90,6 +90,7 @@ struct _GskGLRenderer
GskShaderBuilder *shader_builder;
int blend_program_id;
int blit_program_id;
guint vao_id;
@@ -344,12 +345,25 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self)
gsk_shader_builder_create_program (builder, "blend.vs.glsl", "blend.fs.glsl", &error);
if (error != NULL)
{
g_critical ("Unable to create program: %s", error->message);
g_critical ("Unable to create 'blend' program: %s", error->message);
g_error_free (error);
g_object_unref (builder);
goto out;
}
self->blit_program_id =
gsk_shader_builder_create_program (builder, "blit.vs.glsl", "blit.fs.glsl", &error);
if (error != NULL)
{
g_critical ("Unable to create 'blit' program: %s", error->message);
g_error_free (error);
g_object_unref (builder);
goto out;
}
/* Keep a pointer to query for the uniform and attribute locations
* when rendering the scene
*/
self->shader_builder = builder;
res = TRUE;
@@ -731,8 +745,11 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
item.render_data.vao_id = self->vao_id;
item.render_data.buffer_id = 0;
program_id = self->blend_program_id;
item.render_data.program_id = program_id;
/* Select the program to use */
if (parent != NULL)
program_id = self->blend_program_id;
else
program_id = self->blit_program_id;
item.render_data.map_location =
gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[MAP]);
@@ -750,6 +767,8 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
item.render_data.uv_location =
gsk_shader_builder_get_attribute_location (self->shader_builder, program_id, self->attributes[UV]);
item.render_data.program_id = program_id;
if (parent != NULL)
item.parent_data = &(parent->render_data);
else

View File

@@ -2,5 +2,5 @@ void main() {
gl_Position = mvp * vec4(position, 0.0, 1.0);
// Flip the sampling
vUv = vec2(uv.x, 1 - uv.y);
vUv = vec2(uv.x, 1.0 - uv.y);
}

View File

@@ -0,0 +1,5 @@
void main() {
vec4 diffuse = Texture(map, vUv);
setOutputColor(vec4(diffuse.xyz, diffuse.a * alpha));
}

View File

@@ -0,0 +1,6 @@
void main() {
gl_Position = mvp * vec4(position, 0.0, 1.0);
// Flip the sampling
vUv = vec2(uv.x, 1.0 - uv.y);
}