'vulkan/gskvulkanimage.c',
'vulkan/gskvulkaninsetshadowop.c',
'vulkan/gskvulkanlineargradientop.c',
+ 'vulkan/gskvulkanmaskop.c',
'vulkan/gskvulkanmemory.c',
'vulkan/gskvulkanoffscreenop.c',
'vulkan/gskvulkanop.c',
--- /dev/null
+#include "config.h"
+
+#include "gskvulkanmaskopprivate.h"
+
+#include "gskvulkanprivate.h"
+
+#include "vulkan/resources/mask.vert.h"
+
+typedef struct _GskVulkanMaskOp GskVulkanMaskOp;
+
+struct _GskVulkanMaskOp
+{
+ GskVulkanOp op;
+
+ struct {
+ GskVulkanImage *image;
+ graphene_rect_t rect;
+ graphene_rect_t tex_rect;
+ guint32 image_descriptor;
+ } source, mask;
+ GskMaskMode mask_mode;
+
+ gsize vertex_offset;
+};
+
+static void
+gsk_vulkan_mask_op_finish (GskVulkanOp *op)
+{
+ GskVulkanMaskOp *self = (GskVulkanMaskOp *) op;
+
+ g_object_unref (self->source.image);
+ g_object_unref (self->mask.image);
+}
+
+static void
+gsk_vulkan_mask_op_upload (GskVulkanOp *op,
+ GskVulkanRenderPass *pass,
+ GskVulkanRender *render,
+ GskVulkanUploader *uploader)
+{
+}
+
+static inline gsize
+round_up (gsize number, gsize divisor)
+{
+ return (number + divisor - 1) / divisor * divisor;
+}
+
+static gsize
+gsk_vulkan_mask_op_count_vertex_data (GskVulkanOp *op,
+ gsize n_bytes)
+{
+ GskVulkanMaskOp *self = (GskVulkanMaskOp *) op;
+ gsize vertex_stride;
+
+ vertex_stride = gsk_vulkan_mask_info.pVertexBindingDescriptions[0].stride;
+ n_bytes = round_up (n_bytes, vertex_stride);
+ self->vertex_offset = n_bytes;
+ n_bytes += vertex_stride;
+ return n_bytes;
+}
+
+static void
+gsk_vulkan_mask_op_collect_vertex_data (GskVulkanOp *op,
+ GskVulkanRenderPass *pass,
+ GskVulkanRender *render,
+ guchar *data)
+{
+ GskVulkanMaskOp *self = (GskVulkanMaskOp *) op;
+ GskVulkanMaskInstance *instance = (GskVulkanMaskInstance *) (data + self->vertex_offset);
+
+ gsk_vulkan_rect_to_float (&self->source.rect, instance->source_rect);
+ gsk_vulkan_rect_to_float (&self->source.tex_rect, instance->source_tex_rect);
+ instance->source_id = self->source.image_descriptor;
+ gsk_vulkan_rect_to_float (&self->mask.rect, instance->mask_rect);
+ gsk_vulkan_rect_to_float (&self->mask.tex_rect, instance->mask_tex_rect);
+ instance->mask_id = self->mask.image_descriptor;
+ instance->mask_mode = self->mask_mode;
+}
+
+static void
+gsk_vulkan_mask_op_reserve_descriptor_sets (GskVulkanOp *op,
+ GskVulkanRender *render)
+{
+ GskVulkanMaskOp *self = (GskVulkanMaskOp *) op;
+
+ self->source.image_descriptor = gsk_vulkan_render_get_image_descriptor (render, self->source.image, GSK_VULKAN_SAMPLER_DEFAULT);
+ self->mask.image_descriptor = gsk_vulkan_render_get_image_descriptor (render, self->mask.image, GSK_VULKAN_SAMPLER_DEFAULT);
+}
+
+static void
+gsk_vulkan_mask_op_command (GskVulkanOp *op,
+ GskVulkanRender *render,
+ VkPipelineLayout pipeline_layout,
+ VkCommandBuffer command_buffer)
+{
+ GskVulkanMaskOp *self = (GskVulkanMaskOp *) op;
+
+ vkCmdDraw (command_buffer,
+ 6, 1,
+ 0, self->vertex_offset / gsk_vulkan_mask_info.pVertexBindingDescriptions[0].stride);
+}
+
+static const GskVulkanOpClass GSK_VULKAN_COLOR_MASK_OP_CLASS = {
+ GSK_VULKAN_OP_SIZE (GskVulkanMaskOp),
+ "mask",
+ &gsk_vulkan_mask_info,
+ gsk_vulkan_mask_op_finish,
+ gsk_vulkan_mask_op_upload,
+ gsk_vulkan_mask_op_count_vertex_data,
+ gsk_vulkan_mask_op_collect_vertex_data,
+ gsk_vulkan_mask_op_reserve_descriptor_sets,
+ gsk_vulkan_mask_op_command
+};
+
+void
+gsk_vulkan_mask_op (GskVulkanRenderPass *render_pass,
+ const char *clip_type,
+ const graphene_point_t *offset,
+ GskVulkanImage *source,
+ const graphene_rect_t *source_rect,
+ const graphene_rect_t *source_tex_rect,
+ GskVulkanImage *mask,
+ const graphene_rect_t *mask_rect,
+ const graphene_rect_t *mask_tex_rect,
+ GskMaskMode mask_mode)
+{
+ GskVulkanMaskOp *self;
+
+ self = (GskVulkanMaskOp *) gsk_vulkan_op_alloc (render_pass, &GSK_VULKAN_COLOR_MASK_OP_CLASS);
+
+ ((GskVulkanOp *) self)->clip_type = g_intern_string (clip_type);
+ self->source.image = g_object_ref (source);
+ graphene_rect_offset_r (source_rect, offset->x, offset->y, &self->source.rect);
+ gsk_vulkan_normalize_tex_coords (&self->source.tex_rect, source_rect, source_tex_rect);
+ self->mask.image = g_object_ref (mask);
+ graphene_rect_offset_r (mask_rect, offset->x, offset->y, &self->mask.rect);
+ gsk_vulkan_normalize_tex_coords (&self->mask.tex_rect, mask_rect, mask_tex_rect);
+ self->mask_mode = mask_mode;
+}
--- /dev/null
+#pragma once
+
+#include "gskvulkanopprivate.h"
+
+G_BEGIN_DECLS
+
+void gsk_vulkan_mask_op (GskVulkanRenderPass *render_pass,
+ const char *clip_type,
+ const graphene_point_t *offset,
+ GskVulkanImage *source,
+ const graphene_rect_t *source_rect,
+ const graphene_rect_t *source_tex_rect,
+ GskVulkanImage *mask,
+ const graphene_rect_t *mask_rect,
+ const graphene_rect_t *mask_tex_rect,
+ GskMaskMode mask_mode);
+
+
+G_END_DECLS
+
#include "gskvulkanglyphopprivate.h"
#include "gskvulkaninsetshadowopprivate.h"
#include "gskvulkanlineargradientopprivate.h"
+#include "gskvulkanmaskopprivate.h"
#include "gskvulkanopprivate.h"
#include "gskvulkanprivate.h"
#include "gskvulkanrendererprivate.h"
const GskVulkanParseState *state,
GskRenderNode *node)
{
- GskVulkanImage *mask_image;
- graphene_rect_t mask_tex_rect;
+ GskVulkanImage *source_image, *mask_image;
+ graphene_rect_t source_tex_rect, mask_tex_rect;
GskRenderNode *source, *mask;
GskMaskMode mode;
return TRUE;
}
- return FALSE;
+ source_image = gsk_vulkan_render_pass_get_node_as_image (self,
+ render,
+ state,
+ source,
+ &source_tex_rect);
+ if (source_image == NULL)
+ return TRUE;
+
+ gsk_vulkan_mask_op (self,
+ gsk_vulkan_clip_get_clip_type (&state->clip, &state->offset, &node->bounds),
+ &state->offset,
+ source_image,
+ &source->bounds,
+ &source_tex_rect,
+ mask_image,
+ &mask->bounds,
+ &mask_tex_rect,
+ mode);
+ return TRUE;
}
static inline gboolean
matches = []
for line in lines:
- match = re.search(r"^layout\(location = ([0-9]+)\) in ([a-z0-9]+) ([a-zA-Z0-9]+);$", line)
+ match = re.search(r"^layout\(location = ([0-9]+)\) in ([a-z0-9]+) ([a-zA-Z0-9_]+);$", line)
if not match:
if re.search(r"layout.*\sin\s.*", line):
raise Exception("Failed to parse file")
#include "common.frag.glsl"
#include "clip.frag.glsl"
+#include "rect.frag.glsl"
-layout(location = 0) in vec2 inPos;
-layout(location = 1) in vec2 inTexCoord;
-layout(location = 2) in vec4 inColor;
-layout(location = 3) flat in uint inTexId;
+layout(location = 0) in vec2 in_pos;
+layout(location = 1) in flat Rect in_source_rect;
+layout(location = 2) in vec2 in_source_coord;
+layout(location = 3) in flat uint in_source_id;
+layout(location = 4) in flat Rect in_mask_rect;
+layout(location = 5) in vec2 in_mask_coord;
+layout(location = 6) in flat uint in_mask_id;
+layout(location = 7) in flat uint in_mask_mode;
layout(location = 0) out vec4 color;
+float
+luminance (vec3 color)
+{
+ return dot (vec3 (0.2126, 0.7152, 0.0722), color);
+}
+
void main()
{
- color = clip (inPos, vec4(inColor.rgb * inColor.a, inColor.a) * texture(get_sampler (inTexId), inTexCoord).a);
+ vec4 source = texture(get_sampler (in_source_id), in_source_coord);
+ source *= rect_coverage (in_source_rect, in_pos);
+ vec4 mask = texture(get_sampler (in_mask_id), in_mask_coord);
+ mask *= rect_coverage (in_mask_rect, in_pos);
+
+ float alpha;
+ if (in_mask_mode == 0)
+ alpha = mask.a;
+ else if (in_mask_mode == 1)
+ alpha = 1.0 - mask.a;
+ else if (in_mask_mode == 2)
+ alpha = luminance (mask.rgb);
+ else if (in_mask_mode == 3)
+ alpha = mask.a - luminance (mask.rgb);
+
+ color = clip_scaled (in_pos, source * alpha);
}
#version 450
-#include "clip.vert.glsl"
+#include "common.vert.glsl"
+#include "rect.vert.glsl"
-layout(location = 0) in vec4 inRect;
-layout(location = 1) in vec4 inTexRect;
-layout(location = 2) in vec4 inColor;
-layout(location = 3) in uint inTexId;
+layout(location = 0) in vec4 in_source_rect;
+layout(location = 1) in vec4 in_source_tex_rect;
+layout(location = 2) in uint in_source_id;
+layout(location = 3) in vec4 in_mask_rect;
+layout(location = 4) in vec4 in_mask_tex_rect;
+layout(location = 5) in uint in_mask_id;
+layout(location = 6) in uint in_mask_mode;
-layout(location = 0) out vec2 outPos;
-layout(location = 1) out vec2 outTexCoord;
-layout(location = 2) out flat vec4 outColor;
-layout(location = 3) out flat uint outTexId;
+layout(location = 0) out vec2 out_pos;
+layout(location = 1) out flat Rect out_source_rect;
+layout(location = 2) out vec2 out_source_coord;
+layout(location = 3) out flat uint out_source_id;
+layout(location = 4) out flat Rect out_mask_rect;
+layout(location = 5) out vec2 out_mask_coord;
+layout(location = 6) out flat uint out_mask_id;
+layout(location = 7) out flat uint out_mask_mode;
-vec2 offsets[6] = { vec2(0.0, 0.0),
- vec2(1.0, 0.0),
- vec2(0.0, 1.0),
- vec2(0.0, 1.0),
- vec2(1.0, 0.0),
- vec2(1.0, 1.0) };
void main() {
- vec4 rect = clip (inRect);
- vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
- gl_Position = push.mvp * vec4 (push.scale * pos, 0.0, 1.0);
+ Rect sr = rect_from_gsk (in_source_rect);
+ Rect mr = rect_from_gsk (in_mask_rect);
+ Rect r;
+ if (in_mask_mode == 1)
+ r = rect_union (sr, mr);
+ else
+ r = rect_intersect (sr, mr);
- outPos = pos;
+ vec2 pos = set_position_from_rect (r);
- vec4 texrect = vec4((rect.xy - inRect.xy) / inRect.zw,
- rect.zw / inRect.zw);
- texrect = vec4(inTexRect.xy + inTexRect.zw * texrect.xy,
- inTexRect.zw * texrect.zw);
- outTexCoord = texrect.xy + texrect.zw * offsets[gl_VertexIndex];
- outTexId = inTexId;
- outColor = inColor;
+ out_pos = pos;
+ out_source_rect = sr;
+ out_source_coord = scale_tex_coord (pos, sr, in_source_tex_rect);
+ out_source_id = in_source_id;
+ out_mask_rect = mr;
+ out_mask_coord = scale_tex_coord (pos, mr, in_mask_tex_rect);
+ out_mask_id = in_mask_id;
+ out_mask_mode = in_mask_mode;
}
return Rect(result);
}
+Rect
+rect_union (Rect a, Rect b)
+{
+ return Rect (vec4 (min (a.bounds.xy, b.bounds.xy), max (a.bounds.zw, b.bounds.zw)));
+}
+
#endif