gskglrenderer: Optimize conic-gradient shader
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@@ -3074,6 +3074,10 @@ static inline void
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apply_conic_gradient_op (const Program *program,
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const OpConicGradient *op)
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{
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float angle;
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float bias;
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float scale;
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OP_PRINT (" -> Conic gradient");
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if (op->n_color_stops.send)
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glUniform1i (program->conic_gradient.num_color_stops_location, op->n_color_stops.value);
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@@ -3083,8 +3087,15 @@ apply_conic_gradient_op (const Program *program,
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op->n_color_stops.value * 5,
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(float *)op->color_stops.value);
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glUniform1f (program->conic_gradient.rotation_location, op->rotation);
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glUniform2f (program->conic_gradient.center_location, op->center[0], op->center[1]);
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angle = 90.0f - op->rotation;
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angle = M_PI * angle / 180.0f;
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angle = fmodf (angle, 2.0f * M_PI);
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if (angle < 0.0f)
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angle += 2.0f * M_PI;
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scale = 0.5f * M_1_PI;
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bias = angle * scale + 2.0f;
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glUniform4f (program->conic_gradient.geometry_location, op->center[0], op->center[1], scale, bias);
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}
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static inline void
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@@ -3385,8 +3396,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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/* conic gradient */
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INIT_PROGRAM_UNIFORM_LOCATION (conic_gradient, color_stops);
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INIT_PROGRAM_UNIFORM_LOCATION (conic_gradient, num_color_stops);
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INIT_PROGRAM_UNIFORM_LOCATION (conic_gradient, center);
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INIT_PROGRAM_UNIFORM_LOCATION (conic_gradient, rotation);
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INIT_PROGRAM_UNIFORM_LOCATION (conic_gradient, geometry);
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/* blur */
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INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_radius);
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@@ -129,8 +129,7 @@ struct _Program
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struct {
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int num_color_stops_location;
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int color_stops_location;
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int center_location;
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int rotation_location;
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int geometry_location;
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} conic_gradient;
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struct {
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int blur_radius_location;
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@@ -1,34 +1,17 @@
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// VERTEX_SHADER
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uniform vec2 u_center;
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uniform float u_rotation;
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uniform float u_color_stops[6 * 5];
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uniform int u_num_color_stops;
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uniform vec4 u_geometry;
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const float PI = 3.1415926535897932384626433832795;
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_OUT_ vec2 center;
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_OUT_ float rotation;
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_OUT_ vec4 color_stops[6];
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_OUT_ float color_offsets[6];
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_NOPERSPECTIVE_ _OUT_ vec2 coord;
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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gl_Position = u_projection * (u_modelview * vec4(aPosition, 0.0, 1.0));
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// The -90 is because conics point to the top by default
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rotation = mod (u_rotation - 90.0, 360.0);
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if (rotation < 0.0)
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rotation += 360.0;
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rotation = PI / 180.0 * rotation;
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vec2 mv0 = u_modelview[0].xy;
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vec2 mv1 = u_modelview[1].xy;
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vec2 offset = aPosition - u_geometry.xy;
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center = (u_modelview * vec4(u_center, 0, 1)).xy;
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for (int i = 0; i < u_num_color_stops; i ++) {
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color_offsets[i] = u_color_stops[(i * 5) + 0];
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color_stops[i] = gsk_premultiply(vec4(u_color_stops[(i * 5) + 1],
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u_color_stops[(i * 5) + 2],
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u_color_stops[(i * 5) + 3],
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u_color_stops[(i * 5) + 4]));
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}
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coord = vec2(dot(mv0, offset),
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dot(mv1, offset));
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}
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// FRAGMENT_SHADER:
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@@ -38,32 +21,53 @@ uniform int u_num_color_stops;
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uniform highp int u_num_color_stops; // Why? Because it works like this.
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#endif
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const float PI = 3.1415926535897932384626433832795;
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uniform vec4 u_geometry;
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uniform float u_color_stops[6 * 5];
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_IN_ vec2 center;
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_IN_ float rotation;
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_IN_ vec4 color_stops[6];
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_IN_ float color_offsets[6];
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_NOPERSPECTIVE_ _IN_ vec2 coord;
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float get_offset(int index) {
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return u_color_stops[5 * index];
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}
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vec4 get_color(int index) {
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int base = 5 * index + 1;
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return vec4(u_color_stops[base],
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u_color_stops[base + 1],
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u_color_stops[base + 2],
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u_color_stops[base + 3]);
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}
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void main() {
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// Position relative to center
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vec2 pos = gsk_get_frag_coord() - center;
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// direction of point in range [-PI, PI]
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float angle = atan (pos.y, pos.x);
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// rotate, it's now [-2 * PI, PI]
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angle -= rotation;
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vec2 pos = floor(coord);
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float angle = atan(pos.y, pos.x);
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// fract() does the modulo here, so now we have progress
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// into the current conic
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float offset = fract (angle / 2.0 / PI + 2.0);
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float offset = fract(angle * u_geometry.z + u_geometry.w);
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vec4 color = color_stops[0];
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for (int i = 1; i < u_num_color_stops; i ++) {
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if (offset >= color_offsets[i - 1]) {
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float o = (offset - color_offsets[i - 1]) / (color_offsets[i] - color_offsets[i - 1]);
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color = mix(color_stops[i - 1], color_stops[i], clamp(o, 0.0, 1.0));
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if (offset < get_offset(0)) {
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gskSetOutputColor(gsk_scaled_premultiply(get_color(0), u_alpha));
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return;
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}
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int n = u_num_color_stops - 1;
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for (int i = 0; i < n; i++) {
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float curr_offset = get_offset(i);
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float next_offset = get_offset(i + 1);
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if (offset >= curr_offset && offset < next_offset) {
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float f = (offset - curr_offset) / (next_offset - curr_offset);
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vec4 curr_color = gsk_premultiply(get_color(i));
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vec4 next_color = gsk_premultiply(get_color(i + 1));
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vec4 color = mix(curr_color, next_color, f);
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gskSetOutputColor(color * u_alpha);
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return;
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}
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}
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gskSetOutputColor(color * u_alpha);
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gskSetOutputColor(gsk_scaled_premultiply(get_color(n), u_alpha));
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}
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