gpu: fix opacity layer rendering on OpenGL

Fixes: https://todo.sr.ht/~eliasnaur/gio/536
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2023-10-01 21:00:59 +00:00
parent 27193ae8e8
commit 526db27c75
4 changed files with 23 additions and 14 deletions
+1 -1
View File
@@ -5,7 +5,7 @@ go 1.19
require (
eliasnaur.com/font v0.0.0-20230308162249-dd43949cb42d
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2
gioui.org/shader v1.0.7
gioui.org/shader v1.0.8
github.com/go-text/typesetting v0.0.0-20230803102845-24e03d8b5372
golang.org/x/exp v0.0.0-20221012211006-4de253d81b95
golang.org/x/exp/shiny v0.0.0-20220827204233-334a2380cb91
+2 -2
View File
@@ -3,8 +3,8 @@ eliasnaur.com/font v0.0.0-20230308162249-dd43949cb42d/go.mod h1:OYVuxibdk9OSLX8v
gioui.org/cpu v0.0.0-20210808092351-bfe733dd3334/go.mod h1:A8M0Cn5o+vY5LTMlnRoK3O5kG+rH0kWfJjeKd9QpBmQ=
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2 h1:AGDDxsJE1RpcXTAxPG2B4jrwVUJGFDjINIPi1jtO6pc=
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2/go.mod h1:A8M0Cn5o+vY5LTMlnRoK3O5kG+rH0kWfJjeKd9QpBmQ=
gioui.org/shader v1.0.7 h1:fDoor1Id/tRxoIpzBSAr5TBo6QfSkMTOmdbMEyWDgGE=
gioui.org/shader v1.0.7/go.mod h1:mWdiME581d/kV7/iEhLmUgUK5iZ09XR5XpduXzbePVM=
gioui.org/shader v1.0.8 h1:6ks0o/A+b0ne7RzEqRZK5f4Gboz2CfG+mVliciy6+qA=
gioui.org/shader v1.0.8/go.mod h1:mWdiME581d/kV7/iEhLmUgUK5iZ09XR5XpduXzbePVM=
github.com/go-text/typesetting v0.0.0-20230803102845-24e03d8b5372 h1:FQivqchis6bE2/9uF70M2gmmLpe82esEm2QadL0TEJo=
github.com/go-text/typesetting v0.0.0-20230803102845-24e03d8b5372/go.mod h1:evDBbvNR/KaVFZ2ZlDSOWWXIUKq0wCOEtzLxRM8SG3k=
github.com/go-text/typesetting-utils v0.0.0-20230616150549-2a7df14b6a22 h1:LBQTFxP2MfsyEDqSKmUBZaDuDHN1vpqDyOZjcqS7MYI=
+12 -7
View File
@@ -297,7 +297,8 @@ type blitUniforms struct {
uvTransformR1 [4]float32
uvTransformR2 [4]float32
opacity float32
_ [3]float32
fbo float32
_ [2]float32
}
type colorUniforms struct {
@@ -429,7 +430,7 @@ func (g *gpu) frame(target RenderTarget) error {
}
g.ctx.BeginRenderPass(defFBO, d)
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.renderer.drawOps(g.cache, image.Point{}, g.renderer.blitter.viewport, g.drawOps.imageOps)
g.renderer.drawOps(g.cache, false, image.Point{}, g.renderer.blitter.viewport, g.drawOps.imageOps)
g.coverTimer.end()
g.ctx.EndRenderPass()
g.cleanupTimer.begin()
@@ -846,7 +847,7 @@ func (r *renderer) drawLayers(cache *resourceCache, layers []opacityLayer, ops [
}
r.ctx.Viewport(v.Min.X, v.Min.Y, v.Max.X, v.Max.Y)
f := r.layerFBOs.fbos[fbo]
r.drawOps(cache, l.clip.Min.Mul(-1), l.clip.Size(), ops[l.opStart:l.opEnd])
r.drawOps(cache, true, l.clip.Min.Mul(-1), l.clip.Size(), ops[l.opStart:l.opEnd])
sr := f32.FRect(v)
uvScale, uvOffset := texSpaceTransform(sr, f.size)
uvTrans := f32.Affine2D{}.Scale(f32.Point{}, uvScale).Offset(uvOffset)
@@ -1212,7 +1213,7 @@ func (r *renderer) prepareDrawOps(cache *resourceCache, ops []imageOp) {
}
}
func (r *renderer) drawOps(cache *resourceCache, opOff image.Point, viewport image.Point, ops []imageOp) {
func (r *renderer) drawOps(cache *resourceCache, isFBO bool, opOff image.Point, viewport image.Point, ops []imageOp) {
var coverTex driver.Texture
for i := 0; i < len(ops); i++ {
img := ops[i]
@@ -1231,7 +1232,7 @@ func (r *renderer) drawOps(cache *resourceCache, opOff image.Point, viewport ima
p := r.blitter.pipelines[m.material]
r.ctx.BindPipeline(p.pipeline)
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 0)
r.blitter.blit(m.material, m.color, m.color1, m.color2, scale, off, m.opacity, m.uvTrans)
r.blitter.blit(m.material, isFBO, m.color, m.color1, m.color2, scale, off, m.opacity, m.uvTrans)
continue
case clipTypePath:
fbo = r.pather.stenciler.cover(img.place.Idx)
@@ -1250,11 +1251,11 @@ func (r *renderer) drawOps(cache *resourceCache, opOff image.Point, viewport ima
p := r.pather.coverer.pipelines[m.material]
r.ctx.BindPipeline(p.pipeline)
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 0)
r.pather.cover(m.material, m.color, m.color1, m.color2, scale, off, m.uvTrans, coverScale, coverOff)
r.pather.cover(m.material, isFBO, m.color, m.color1, m.color2, scale, off, m.uvTrans, coverScale, coverOff)
}
}
func (b *blitter) blit(mat materialType, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, opacity float32, uvTrans f32.Affine2D) {
func (b *blitter) blit(mat materialType, fbo bool, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, opacity float32, uvTrans f32.Affine2D) {
p := b.pipelines[mat]
b.ctx.BindPipeline(p.pipeline)
var uniforms *blitUniforms
@@ -1276,6 +1277,10 @@ func (b *blitter) blit(mat materialType, col f32color.RGBA, col1, col2 f32color.
uniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
uniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
}
uniforms.fbo = 0
if fbo {
uniforms.fbo = 1
}
uniforms.opacity = opacity
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
p.UploadUniforms(b.ctx)
+8 -4
View File
@@ -58,7 +58,7 @@ type coverUniforms struct {
uvCoverTransform [4]float32
uvTransformR1 [4]float32
uvTransformR2 [4]float32
_ float32
fbo float32
}
type stenciler struct {
@@ -375,11 +375,11 @@ func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv ima
}
}
func (p *pather) cover(mat materialType, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
p.coverer.cover(mat, col, col1, col2, scale, off, uvTrans, coverScale, coverOff)
func (p *pather) cover(mat materialType, isFBO bool, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
p.coverer.cover(mat, isFBO, col, col1, col2, scale, off, uvTrans, coverScale, coverOff)
}
func (c *coverer) cover(mat materialType, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
func (c *coverer) cover(mat materialType, isFBO bool, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
var uniforms *coverUniforms
switch mat {
case materialColor:
@@ -399,6 +399,10 @@ func (c *coverer) cover(mat materialType, col f32color.RGBA, col1, col2 f32color
c.texUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &c.texUniforms.coverUniforms
}
uniforms.fbo = 0
if isFBO {
uniforms.fbo = 1
}
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)