gpu: ensure opacity layers are rendered with correct pixel formats

FBOs and window framebuffers generally have different pixel formats, and
so require separate pipeline configurations.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2024-04-12 18:06:37 +02:00
parent 477bd5c744
commit 109226b7e9
2 changed files with 103 additions and 87 deletions
+9 -3
View File
@@ -30,7 +30,7 @@ type pather struct {
type coverer struct {
ctx driver.Device
pipelines [3]*pipeline
pipelines [2][3]*pipeline
texUniforms *coverTexUniforms
colUniforms *coverColUniforms
linearGradientUniforms *coverLinearGradientUniforms
@@ -309,7 +309,9 @@ func (p *pather) release() {
func (c *coverer) release() {
for _, p := range c.pipelines {
p.Release()
for _, p := range p {
p.Release()
}
}
}
@@ -405,7 +407,11 @@ func (c *coverer) cover(mat materialType, isFBO bool, col f32color.RGBA, col1, c
}
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
uniforms.uvCoverTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
c.pipelines[mat].UploadUniforms(c.ctx)
fboIdx := 0
if isFBO {
fboIdx = 1
}
c.pipelines[fboIdx][mat].UploadUniforms(c.ctx)
c.ctx.DrawArrays(0, 4)
}