[gtk/wip/baedert/for-master: 3/12] gl renderer: Blur shader improvements
- From: Timm Bäder <baedert src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk/wip/baedert/for-master: 3/12] gl renderer: Blur shader improvements
- Date: Fri, 29 Nov 2019 09:50:39 +0000 (UTC)
commit 37e9053225b554d166f3ba1daeb8b171ea044c74
Author: Timm Bäder <mail baedert org>
Date: Tue Nov 26 09:38:53 2019 +0100
gl renderer: Blur shader improvements
Use a two-pass blur shader, fix a few other things and unify the
blurring of blur nodes and blurred outset shadow nodes.
Related to #1283
gsk/gl/gskglrenderer.c | 482 ++++++++++++++++++++++++----------------
gsk/gl/gskglrenderopsprivate.h | 2 +-
gsk/resources/glsl/blur.fs.glsl | 57 +++--
tests/testoutsetshadowdrawing.c | 6 +-
4 files changed, 321 insertions(+), 226 deletions(-)
---
diff --git a/gsk/gl/gskglrenderer.c b/gsk/gl/gskglrenderer.c
index 326c6b586e..fa38078297 100644
--- a/gsk/gl/gskglrenderer.c
+++ b/gsk/gl/gskglrenderer.c
@@ -469,7 +469,7 @@ add_rect_outline_ops (GskGLRenderer *self,
RenderOpBuilder *builder,
const graphene_rect_t *rect)
{
- GdkRGBA *color = gdk_rgba_copy (&GDK_RGBA ("F00")); /* Leaked */
+ GdkRGBA *color = gdk_rgba_copy (&GDK_RGBA ("000")); /* Leaked */
ops_set_program (builder, &self->color_program);
ops_set_color (builder, color);
@@ -1367,17 +1367,102 @@ render_color_matrix_node (GskGLRenderer *self,
}
}
+static inline int
+blur_texture (GskGLRenderer *self,
+ RenderOpBuilder *builder,
+ int texture_to_blur,
+ const int texture_to_blur_width,
+ const int texture_to_blur_height,
+ float blur_radius)
+{
+ int pass1_texture_id, pass1_render_target;
+ int pass2_texture_id, pass2_render_target;
+ int prev_render_target;
+ graphene_matrix_t prev_projection;
+ graphene_rect_t prev_viewport;
+ graphene_matrix_t item_proj;
+ OpBlur *op;
+
+ g_assert (blur_radius > 0);
+
+ gsk_gl_driver_create_render_target (self->gl_driver,
+ texture_to_blur_width, texture_to_blur_height,
+ &pass1_texture_id, &pass1_render_target);
+
+ gsk_gl_driver_create_render_target (self->gl_driver,
+ texture_to_blur_width, texture_to_blur_height,
+ &pass2_texture_id, &pass2_render_target);
+
+ graphene_matrix_init_ortho (&item_proj,
+ 0, texture_to_blur_width, 0, texture_to_blur_height,
+ ORTHO_NEAR_PLANE, ORTHO_FAR_PLANE);
+ graphene_matrix_scale (&item_proj, 1, -1, 1);
+
+ prev_projection = ops_set_projection (builder, &item_proj);
+ ops_set_modelview (builder, NULL);
+ prev_viewport = ops_set_viewport (builder, &GRAPHENE_RECT_INIT (0, 0, texture_to_blur_width,
texture_to_blur_height));
+ ops_push_clip (builder, &GSK_ROUNDED_RECT_INIT (0, 0, texture_to_blur_width, texture_to_blur_height));
+
+ prev_render_target = ops_set_render_target (builder, pass1_render_target);
+ ops_begin (builder, OP_CLEAR);
+ ops_set_program (builder, &self->blur_program);
+
+ op = ops_begin (builder, OP_CHANGE_BLUR);
+ op->size.width = texture_to_blur_width;
+ op->size.height = texture_to_blur_height;
+ op->radius = blur_radius;
+ op->dir[0] = 1;
+ op->dir[1] = 0;
+ ops_set_texture (builder, texture_to_blur);
+
+ ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
+ { { 0, }, { 0, 1 }, },
+ { { 0, texture_to_blur_height }, { 0, 0 }, },
+ { { texture_to_blur_width, }, { 1, 1 }, },
+
+ { { texture_to_blur_width, texture_to_blur_height }, { 1, 0 }, },
+ { { 0, texture_to_blur_height }, { 0, 0 }, },
+ { { texture_to_blur_width, }, { 1, 1 }, },
+ });
+
+ op = ops_begin (builder, OP_CHANGE_BLUR);
+ op->size.width = texture_to_blur_width;
+ op->size.height = texture_to_blur_height;
+ op->radius = blur_radius;
+ op->dir[0] = 0;
+ op->dir[1] = 1;
+ ops_set_texture (builder, pass1_texture_id);
+ ops_set_render_target (builder, pass2_render_target);
+ ops_begin (builder, OP_CLEAR);
+ ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) { /* render pass 2 */
+ { { 0, }, { 0, 1 }, },
+ { { 0, texture_to_blur_height }, { 0, 0 }, },
+ { { texture_to_blur_width, }, { 1, 1 }, },
+
+ { { texture_to_blur_width, texture_to_blur_height }, { 1, 0 }, },
+ { { 0, texture_to_blur_height }, { 0, 0 }, },
+ { { texture_to_blur_width, }, { 1, 1 }, },
+ });
+
+ ops_set_render_target (builder, prev_render_target);
+ ops_set_viewport (builder, &prev_viewport);
+ ops_set_projection (builder, &prev_projection);
+ ops_pop_modelview (builder);
+ ops_pop_clip (builder);
+
+ return pass2_texture_id;
+}
+
static inline void
render_blur_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
- const float blur_radius = gsk_blur_node_get_radius (node);
+ const float scale = ops_get_scale (builder);
+ const float blur_radius = gsk_blur_node_get_radius (node) * scale;
GskRenderNode *child = gsk_blur_node_get_child (node);
GskQuadVertex vertex_data[GL_N_VERTICES];
- TextureRegion region;
- gboolean is_offscreen;
- OpBlur *op;
+ int blurred_texture_id;
if (blur_radius <= 0)
{
@@ -1385,35 +1470,43 @@ render_blur_node (GskGLRenderer *self,
return;
}
- if (node_is_invisible (child))
- return;
+ blurred_texture_id = gsk_gl_driver_get_texture_for_pointer (self->gl_driver, node);
+ if (blurred_texture_id == 0)
+ {
+ TextureRegion region;
+ gboolean is_offscreen;
- /* TODO(perf): We're forcing the child offscreen even if it's a texture
- * so the resulting offscreen texture is bigger by the gaussian blur factor
- * (see gsk_blur_node_new), but we didn't have to do that if the blur
- * shader could handle that situation. */
+ /* TODO(perf): We're forcing the child offscreen even if it's a texture
+ * so the resulting offscreen texture is bigger by the gaussian blur factor
+ * (see gsk_blur_node_new), but we didn't have to do that if the blur
+ * shader could handle that situation. */
+ if (!add_offscreen_ops (self, builder,
+ &node->bounds,
+ child,
+ ®ion, &is_offscreen,
+ RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY))
+ g_assert_not_reached ();
- if (!add_offscreen_ops (self, builder,
- &node->bounds,
- child,
- ®ion, &is_offscreen,
- RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY))
- g_assert_not_reached ();
+ g_assert (is_offscreen);
- ops_set_program (builder, &self->blur_program);
+ blurred_texture_id = blur_texture (self, builder,
+ region.texture_id,
+ node->bounds.size.width * scale,
+ node->bounds.size.height * scale,
+ blur_radius);
- op = ops_begin (builder, OP_CHANGE_BLUR);
- graphene_size_init_from_size (&op->size, &node->bounds.size);
- op->radius = blur_radius;
+ }
- ops_set_texture (builder, region.texture_id);
+ g_assert (blurred_texture_id != 0);
- if (is_offscreen)
- load_offscreen_vertex_data (vertex_data, node, builder);
- else
- load_vertex_data (vertex_data, node, builder);
+ /* Draw the result */
+ load_offscreen_vertex_data (vertex_data, node, builder);
+ ops_set_program (builder, &self->blit_program);
+ ops_set_texture (builder, blurred_texture_id);
+ ops_draw (builder, vertex_data); /* Render result to screen */
- ops_draw (builder, vertex_data);
+ /* Add to cache for the blur node */
+ gsk_gl_driver_set_texture_for_pointer (self->gl_driver, node, blurred_texture_id);
}
static inline void
@@ -1483,60 +1576,65 @@ render_unblurred_outset_shadow_node (GskGLRenderer *self,
}
static inline void
-render_outset_shadow_node (GskGLRenderer *self,
- GskRenderNode *node,
- RenderOpBuilder *builder)
+render_outset_shadow_node (GskGLRenderer *self,
+ GskRenderNode *node,
+ RenderOpBuilder *builder)
{
+ const float scale = ops_get_scale (builder);
const GskRoundedRect *outline = gsk_outset_shadow_node_peek_outline (node);
- GskRoundedRect offset_outline;
const float blur_radius = gsk_outset_shadow_node_get_blur_radius (node);
- const float blur_extra = gsk_cairo_blur_compute_pixels (blur_radius);
+ const float blur_extra = blur_radius * 3; /* 3 Because we use that in the shader as well */
const float spread = gsk_outset_shadow_node_get_spread (node);
const float dx = gsk_outset_shadow_node_get_dx (node);
const float dy = gsk_outset_shadow_node_get_dy (node);
- const float min_x = builder->dx + outline->bounds.origin.x - spread - blur_extra / 2.0;
- const float min_y = builder->dy + outline->bounds.origin.y - spread - blur_extra / 2.0;
- const float max_x = min_x + outline->bounds.size.width + (spread + blur_extra/2.0) * 2;
- const float max_y = min_y + outline->bounds.size.height + (spread + blur_extra/2.0) * 2;
+ GskRoundedRect scaled_outline;
+ GskRoundedRect unscaled_outline;
float texture_width, texture_height;
- OpBlur *op;
OpShadow *shadow;
- graphene_matrix_t prev_projection;
- graphene_rect_t prev_viewport;
- graphene_matrix_t item_proj;
int blurred_texture_id;
int cached_tid;
- /* offset_outline is the minimal outline we need to draw the given drop shadow,
+ /* scaled_outline is the minimal outline we need to draw the given drop shadow,
* enlarged by the spread and offset by the blur radius. */
- offset_outline = *outline;
+ scaled_outline = *outline;
/* Shrink our outline to the minimum size that can still hold all the border radii */
- gsk_rounded_rect_shrink_to_minimum (&offset_outline);
+ gsk_rounded_rect_shrink_to_minimum (&scaled_outline);
/* Increase by the spread */
- gsk_rounded_rect_shrink (&offset_outline, -spread, -spread, -spread, -spread);
- /* No we need to incorporate the blur radius; since we blur an edge an equal blur_extra/2.0
- * on both sides, the minimum side of both width and height needs to be blur_extra */
- offset_outline.bounds.size.width = MAX (offset_outline.bounds.size.width, blur_extra);
- offset_outline.bounds.size.height = MAX (offset_outline.bounds.size.height, blur_extra);
+ gsk_rounded_rect_shrink (&scaled_outline, -spread, -spread, -spread, -spread);
/* For the center part, we add a few pixels */
- offset_outline.bounds.size.width += SHADOW_EXTRA_SIZE;
- offset_outline.bounds.size.height += SHADOW_EXTRA_SIZE;
- offset_outline.bounds.origin.x = blur_extra / 2.0f;
- offset_outline.bounds.origin.y = blur_extra / 2.0f;
+ scaled_outline.bounds.size.width += SHADOW_EXTRA_SIZE;
+ scaled_outline.bounds.size.height += SHADOW_EXTRA_SIZE;
+
+ texture_width = ceil ((scaled_outline.bounds.size.width + (blur_extra)) * scale);
+ texture_height = ceil ((scaled_outline.bounds.size.height + (blur_extra)) * scale);
+
+ /* Preserve this for usage later */
+ unscaled_outline = scaled_outline;
- texture_width = offset_outline.bounds.size.width + blur_extra;
- texture_height = offset_outline.bounds.size.height + blur_extra;
+ scaled_outline.bounds.origin.x = blur_extra / 2.0 * scale;
+ scaled_outline.bounds.origin.y = blur_extra / 2.0 * scale;
+ scaled_outline.bounds.size.width = texture_width - (blur_extra * scale);
+ scaled_outline.bounds.size.height = texture_height - (blur_extra * scale);
+
+
+ for (int i = 0; i < 4; i ++)
+ {
+ scaled_outline.corner[i].width *= scale;
+ scaled_outline.corner[i].height *= scale;
+ }
cached_tid = gsk_gl_shadow_cache_get_texture_id (&self->shadow_cache,
self->gl_driver,
- &offset_outline,
+ &scaled_outline,
blur_radius);
+
if (cached_tid == 0)
{
int texture_id, render_target;
- int blurred_render_target;
int prev_render_target;
- GskRoundedRect blit_clip;
+ graphene_matrix_t prev_projection;
+ graphene_rect_t prev_viewport;
+ graphene_matrix_t item_proj;
gsk_gl_driver_create_render_target (self->gl_driver, texture_width, texture_height,
&texture_id, &render_target);
@@ -1553,12 +1651,12 @@ render_outset_shadow_node (GskGLRenderer *self,
prev_render_target = ops_set_render_target (builder, render_target);
ops_begin (builder, OP_CLEAR);
prev_projection = ops_set_projection (builder, &item_proj);
- ops_set_modelview (builder, NULL); /* Modelview */
+ ops_set_modelview (builder, NULL);
prev_viewport = ops_set_viewport (builder, &GRAPHENE_RECT_INIT (0, 0, texture_width, texture_height));
/* Draw outline */
ops_set_program (builder, &self->color_program);
- ops_push_clip (builder, &offset_outline);
+ ops_push_clip (builder, &scaled_outline);
ops_set_color (builder, gsk_outset_shadow_node_peek_color (node));
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { 0, }, { 0, 1 }, },
@@ -1570,49 +1668,22 @@ render_outset_shadow_node (GskGLRenderer *self,
{ { texture_width, }, { 1, 1 }, },
});
- gsk_gl_driver_create_render_target (self->gl_driver, texture_width, texture_height,
- &blurred_texture_id, &blurred_render_target);
- gdk_gl_context_label_object_printf (self->gl_context, GL_TEXTURE, blurred_texture_id,
- "Outset Shadow Cache %d", blurred_texture_id);
- gdk_gl_context_label_object_printf (self->gl_context, GL_FRAMEBUFFER, render_target,
- "Outset Shadow Cache FB %d", render_target);
-
- ops_set_render_target (builder, blurred_render_target);
- ops_pop_clip (builder);
- ops_begin (builder, OP_CLEAR);
-
- gsk_rounded_rect_init_from_rect (&blit_clip,
- &GRAPHENE_RECT_INIT (0, 0, texture_width, texture_height), 0.0f);
-
- ops_set_program (builder, &self->blur_program);
-
- op = ops_begin (builder, OP_CHANGE_BLUR);
- op->size.width = texture_width;
- op->size.height = texture_height;
- op->radius = blur_radius;
-
- ops_push_clip (builder, &blit_clip);
- ops_set_texture (builder, texture_id);
- ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
- { { 0, 0 }, { 0, 1 }, },
- { { 0, texture_height }, { 0, 0 }, },
- { { texture_width, 0 }, { 1, 1 }, },
-
- { { texture_width, texture_height }, { 1, 0 }, },
- { { 0, texture_height }, { 0, 0 }, },
- { { texture_width, 0 }, { 1, 1 }, },
- });
-
-
ops_pop_clip (builder);
ops_set_viewport (builder, &prev_viewport);
ops_pop_modelview (builder);
ops_set_projection (builder, &prev_projection);
ops_set_render_target (builder, prev_render_target);
+ /* Now blur the outline */
+ blurred_texture_id = blur_texture (self, builder,
+ texture_id,
+ texture_width,
+ texture_height,
+ blur_radius);
+
gsk_gl_driver_mark_texture_permanent (self->gl_driver, blurred_texture_id);
gsk_gl_shadow_cache_commit (&self->shadow_cache,
- &offset_outline,
+ &scaled_outline,
blur_radius,
blurred_texture_id);
}
@@ -1631,31 +1702,48 @@ render_outset_shadow_node (GskGLRenderer *self,
shadow->corner_widths,
shadow->corner_heights);
- /* We use the one outset shadow op from above to draw all 8 sides/corners. */
{
- const GskRoundedRect *o = &offset_outline;
- float top_height = MAX (o->corner[0].height, o->corner[1].height);
- float bottom_height = MAX (o->corner[2].height, o->corner[3].height);
- float left_width = MAX (o->corner[0].width, o->corner[3].width);
- float right_width = MAX (o->corner[1].width, o->corner[2].width);
+ const float min_x = builder->dx + outline->bounds.origin.x - spread - (blur_extra / 2.0) + dx;
+ const float min_y = builder->dy + outline->bounds.origin.y - spread - (blur_extra / 2.0) + dy;
+ const float max_x = min_x + outline->bounds.size.width + (spread + (blur_extra / 2.0)) * 2;
+ const float max_y = min_y + outline->bounds.size.height + (spread + (blur_extra / 2.0)) * 2;
+ const float left_width = MAX (MAX (unscaled_outline.corner[GSK_CORNER_TOP_LEFT].width,
+ unscaled_outline.corner[GSK_CORNER_BOTTOM_LEFT].width),
+ blur_extra / 2.0);
+ const float top_height = MAX (MAX (unscaled_outline.corner[GSK_CORNER_TOP_LEFT].height,
+ unscaled_outline.corner[GSK_CORNER_TOP_RIGHT].height),
+ blur_extra / 2.0);
+ const float right_width = MAX (MAX (unscaled_outline.corner[GSK_CORNER_TOP_RIGHT].width,
+ unscaled_outline.corner[GSK_CORNER_BOTTOM_RIGHT].width),
+ blur_extra / 2.0);
+ const float bottom_height = MAX (MAX (unscaled_outline.corner[GSK_CORNER_BOTTOM_LEFT].height,
+ unscaled_outline.corner[GSK_CORNER_BOTTOM_RIGHT].height),
+ blur_extra / 2.0);
+ const float center_width = (max_x - min_x) - left_width - right_width;
+ const float center_height = (max_y - min_y) - top_height - bottom_height;
float x1, x2, y1, y2, tx1, tx2, ty1, ty2;
- top_height = MAX (top_height, blur_extra / 2.0f) + (blur_extra / 2.0f);
- bottom_height = MAX (bottom_height, blur_extra / 2.0f) + (blur_extra / 2.0f);
- left_width = MAX (left_width, blur_extra / 2.0f) + (blur_extra / 2.0f);
- right_width = MAX (right_width, blur_extra / 2.0f) + (blur_extra / 2.0f);
+ /* Our texture coordinates MUST be scaled, while the actual vertex coords
+ * MUST NOT be scaled. */
/* Top left */
if (top_height > 0 && left_width > 0)
{
- x1 = min_x + dx;
- x2 = min_x + dx + left_width;
- y1 = min_y + dy;
- y2 = min_y + dy + top_height;
+ x1 = min_x;
+ x2 = min_x + left_width;
+ y1 = min_y;
+ y2 = min_y + top_height;
+
tx1 = 0;
- tx2 = left_width / texture_width;
- ty1 = 1 - (top_height / texture_height);
+ tx2 = (left_width * scale) / texture_width;
+ ty1 = 1 - (top_height * scale / texture_height);
ty2 = 1;
+
+ g_assert_cmpfloat (x1, <=, x2);
+ g_assert_cmpfloat (y1, <=, y2);
+ g_assert_cmpfloat (tx1, <=, tx2);
+ g_assert_cmpfloat (ty1, <=, ty2);
+
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1667,17 +1755,24 @@ render_outset_shadow_node (GskGLRenderer *self,
});
}
- /* Top right */
- if (top_height > 0 && right_width > 0)
+ /* Top side */
+ if (top_height > 0 && center_width > 0)
{
- x1 = max_x + dx - right_width;
- x2 = max_x + dx;
- y1 = min_y + dy;
- y2 = min_y + dy + top_height;
- tx1 = 1 - (right_width / texture_width);
- tx2 = 1;
- ty1 = 1 - (top_height / texture_height);
+ x1 = min_x + left_width;
+ x2 = x1 + center_width;
+ y1 = min_y;
+ y2 = min_y + top_height;
+
+ tx1 = left_width * scale / texture_width;
+ tx2 = 1.0 - (right_width * scale / texture_width);
+ ty1 = 1 - (top_height * scale / texture_height);
ty2 = 1;
+
+ g_assert_cmpfloat (x1, <=, x2);
+ g_assert_cmpfloat (y1, <=, y2);
+ g_assert_cmpfloat (tx1, <=, tx2);
+ g_assert_cmpfloat (ty1, <=, ty2);
+
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1689,17 +1784,39 @@ render_outset_shadow_node (GskGLRenderer *self,
});
}
+ /* Top right */
+ if (top_height > 0 && right_width > 0)
+ {
+ x1 = max_x - right_width;
+ x2 = max_x;
+ y1 = min_y;
+ y2 = min_y + top_height;
+ tx1 = 1 - (right_width * scale / texture_width);
+ tx2 = 1;
+ ty1 = 1 - (top_height * scale / texture_height);
+ ty2 = 1;
+ ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
+ { { x1, y1 }, { tx1, ty2 }, },
+ { { x1, y2 }, { tx1, ty1 }, },
+ { { x2, y1 }, { tx2, ty2 }, },
+
+ { { x2, y2 }, { tx2, ty1 }, },
+ { { x1, y2 }, { tx1, ty1 }, },
+ { { x2, y1 }, { tx2, ty2 }, },
+ });
+ }
+
/* Bottom right */
if (bottom_height > 0 && left_width > 0)
{
- x1 = max_x + dx - right_width;
- x2 = max_x + dx;
- y1 = max_y + dy - bottom_height;
- y2 = max_y + dy;
- tx1 = 1 - (right_width / texture_width);
+ x1 = max_x - right_width;
+ x2 = max_x;
+ y1 = max_y - bottom_height;
+ y2 = max_y;
+ tx1 = 1 - (right_width * scale / texture_width);
tx2 = 1;
ty1 = 0;
- ty2 = (bottom_height / texture_height);
+ ty2 = (bottom_height * scale / texture_height);
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1714,14 +1831,14 @@ render_outset_shadow_node (GskGLRenderer *self,
/* Bottom left */
if (bottom_height > 0 && left_width > 0)
{
- x1 = min_x + dx;
- x2 = min_x + dx + left_width;
- y1 = max_y + dy - bottom_height;
- y2 = max_y + dy;
+ x1 = min_x;
+ x2 = min_x + left_width;
+ y1 = max_y - bottom_height;
+ y2 = max_y;
tx1 = 0;
- tx2 = left_width / texture_width;
+ tx2 = left_width * scale / texture_width;
ty1 = 0;
- ty2 = bottom_height / texture_height;
+ ty2 = bottom_height * scale / texture_height;
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1736,14 +1853,20 @@ render_outset_shadow_node (GskGLRenderer *self,
/* Left side */
if (left_width > 0)
{
- x1 = min_x + dx;
- x2 = min_x + dx + left_width;
- y1 = min_y + dy + top_height;
- y2 = max_y + dy - bottom_height;
+ x1 = min_x;
+ x2 = min_x + left_width;
+ y1 = min_y + top_height;
+ y2 = y1 + center_height;
tx1 = 0;
- tx2 = left_width / texture_width;
- ty1 = 0.5f - SHADOW_EXTRA_SIZE / 2.0f / texture_height;
- ty2 = ty1 + (SHADOW_EXTRA_SIZE / texture_height);
+ tx2 = left_width * scale / texture_width;
+ ty1 = top_height * scale / texture_height;
+ ty2 = 1.0 - (bottom_height * scale / texture_height);
+
+ g_assert_cmpfloat (x1, <=, x2);
+ g_assert_cmpfloat (y1, <=, y2);
+ g_assert_cmpfloat (tx1, <=, tx2);
+ g_assert_cmpfloat (ty1, <=, ty2);
+
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1758,14 +1881,14 @@ render_outset_shadow_node (GskGLRenderer *self,
/* Right side */
if (right_width > 0)
{
- x1 = max_x + dx - right_width;
- x2 = max_x + dx;
- y1 = min_y + dy + top_height;
- y2 = max_y + dy - bottom_height;
- tx1 = 1 - (right_width / texture_width);
+ x1 = max_x - right_width;
+ x2 = max_x;
+ y1 = min_y + top_height;
+ y2 = y1 + center_height;
+ tx1 = 1 - (right_width * scale / texture_width);
tx2 = 1;
- ty1 = 0.5f - SHADOW_EXTRA_SIZE / 2.0f / texture_height;
- ty2 = ty1 + (SHADOW_EXTRA_SIZE / texture_height);
+ ty1 = top_height * scale / texture_height;
+ ty2 = 1.0 - (bottom_height * scale / texture_height);
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1777,17 +1900,17 @@ render_outset_shadow_node (GskGLRenderer *self,
});
}
- /* Top side */
- if (top_height > 0)
+ /* Bottom side */
+ if (bottom_height > 0)
{
- x1 = min_x + dx + left_width;
- x2 = max_x + dx - right_width;
- y1 = min_y + dy;
- y2 = min_y + dy + top_height;
- tx1 = 0.5f - (SHADOW_EXTRA_SIZE / 2.0f / texture_width);
- tx2 = tx1 + (SHADOW_EXTRA_SIZE / texture_width);
- ty1 = 1 - (top_height / texture_height);
- ty2 = 1;
+ x1 = min_x + left_width;
+ x2 = max_x - right_width;
+ y1 = max_y - bottom_height;
+ y2 = max_y;
+ tx1 = left_width * scale / texture_width;
+ tx2 = 1.0 - (right_width * scale / texture_width);
+ ty1 = 0;
+ ty2 = bottom_height * scale / texture_height;
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1799,17 +1922,17 @@ render_outset_shadow_node (GskGLRenderer *self,
});
}
- /* Bottom side */
- if (bottom_height > 0)
+ /* Middle */
+ if (center_width > 0 && center_height > 0)
{
- x1 = min_x + dx + left_width;
- x2 = max_x + dx - right_width;
- y1 = max_y + dy - bottom_height;
- y2 = max_y + dy;
- tx1 = 0.5f - (SHADOW_EXTRA_SIZE / 2.0f / texture_width);
- tx2 = tx1 + (SHADOW_EXTRA_SIZE / texture_width);
- ty1 = 0;
- ty2 = bottom_height / texture_height;
+ x1 = min_x + left_width;
+ x2 = max_x - right_width;
+ y1 = min_y + top_height;
+ y2 = max_y - bottom_height;
+ tx1 = left_width * scale / texture_width;
+ tx2 = 1.0 - (right_width * scale / texture_width);
+ ty1 = top_height * scale / texture_height;
+ ty2 = 1.0 - (bottom_height * scale / texture_height);
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1821,31 +1944,6 @@ render_outset_shadow_node (GskGLRenderer *self,
});
}
- if (dx != 0 || dy != 0)
- {
- /* Middle */
- x1 = min_x + dx + left_width;
- x2 = max_x + dx - right_width;
- y1 = min_y + dy + top_height;
- y2 = max_y + dy - bottom_height;
- if (x2 > x1 && y2 > y1)
- {
- tx1 = (texture_width - SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
- tx2 = (texture_width + SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
- ty1 = (texture_height - SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
- ty2 = (texture_height + SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
- ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
- { { x1, y1 }, { tx1, ty2 }, },
- { { x1, y2 }, { tx1, ty1 }, },
- { { x2, y1 }, { tx2, ty2 }, },
-
- { { x2, y2 }, { tx2, ty1 }, },
- { { x1, y2 }, { tx1, ty1 }, },
- { { x2, y1 }, { tx2, ty2 }, },
- });
- }
- }
-
}
}
@@ -2399,7 +2497,7 @@ apply_blur_op (const Program *program,
OP_PRINT (" -> Blur");
glUniform1f (program->blur.blur_radius_location, op->radius);
glUniform2f (program->blur.blur_size_location, op->size.width, op->size.height);
- /*glUniform2f (program->blur.dir_location, op->dir[0], op->dir[1]);*/
+ glUniform2f (program->blur.blur_dir_location, op->dir[0], op->dir[1]);
}
static inline void
@@ -2566,7 +2664,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
/* blur */
INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_radius);
INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_size);
- /*INIT_PROGRAM_UNIFORM_LOCATION (blur, dir);*/
+ INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_dir);
/* inset shadow */
INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow, color);
diff --git a/gsk/gl/gskglrenderopsprivate.h b/gsk/gl/gskglrenderopsprivate.h
index e555653617..93f504f287 100644
--- a/gsk/gl/gskglrenderopsprivate.h
+++ b/gsk/gl/gskglrenderopsprivate.h
@@ -73,7 +73,7 @@ struct _Program
struct {
int blur_radius_location;
int blur_size_location;
- int dir_location;
+ int blur_dir_location;
} blur;
struct {
int color_location;
diff --git a/gsk/resources/glsl/blur.fs.glsl b/gsk/resources/glsl/blur.fs.glsl
index abad1c1f30..e4df8fd704 100644
--- a/gsk/resources/glsl/blur.fs.glsl
+++ b/gsk/resources/glsl/blur.fs.glsl
@@ -1,39 +1,38 @@
-uniform float u_blur_radius;// = 40.0;
-uniform vec2 u_blur_size;// = vec2(393, 393);
+uniform float u_blur_radius;
+uniform vec2 u_blur_size;
+uniform vec2 u_blur_dir;
-float Gaussian (float sigma, float x) {
- return exp ( - (x * x) / (2.0 * sigma * sigma));
-}
+const float PI = 3.14159265;
+const float RADIUS_MULTIPLIER = 3.0;
-vec4 blur_pixel (in vec2 uv) {
- float total = 0.0;
- vec4 ret = vec4 (0);
- float pixel_size_x = (1.0 / u_blur_size.x);
- float pixel_size_y = (1.0 / u_blur_size.y);
+// blur_radius 0 is NOT supported and MUST be caught before.
- // XXX The magic value here is GAUSSIAN_SCALE_FACTOR from gskcairoblur.c
- float radius = u_blur_radius * 2.30348;
+// Partially from http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html
+void main() {
+ float sigma = u_blur_radius; // *shrug*
+ float blur_radius = u_blur_radius * RADIUS_MULTIPLIER;
+ vec3 incrementalGaussian;
+ incrementalGaussian.x = 1.0 / (sqrt(2.0 * PI) * sigma);
+ incrementalGaussian.y = exp(-0.5 / (sigma * sigma));
+ incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
- int half_radius = max(int(radius / 2.0), 1);
+ vec2 pixel_step = vec2(1.0) / u_blur_size;
- for (int y = -half_radius; y < half_radius; y ++) {
- float fy = Gaussian (radius / 2.0, float(y));
- float offset_y = float(y) * pixel_size_y;
+ float coefficientSum = 0;
+ vec4 sum = Texture(u_source, vUv) * incrementalGaussian.x;
+ coefficientSum += incrementalGaussian.x;
+ incrementalGaussian.xy *= incrementalGaussian.yz;
- for (int x = -half_radius; x < half_radius; x ++) {
- float fx = Gaussian (radius / 2.0, float(x));
- float offset_x = float(x) * pixel_size_x;
+ int pixels_per_side = int(floor(blur_radius / 2.0));
+ for (int i = 1; i <= pixels_per_side; i++) {
+ vec2 p = i * pixel_step * u_blur_dir;
- vec4 c = Texture(u_source, uv + vec2(offset_x, offset_y));
- total += fx * fy;
- ret += c * fx * fy;
- }
- }
+ sum += Texture(u_source, vUv - p) * incrementalGaussian.x;
+ sum += Texture(u_source, vUv + p) * incrementalGaussian.x;
- return ret / total;
-}
+ coefficientSum += 2.0 * incrementalGaussian.x;
+ incrementalGaussian.xy *= incrementalGaussian.yz;
+ }
-void main() {
- vec4 color = blur_pixel(vUv);
- setOutputColor(color);
+ setOutputColor(sum / coefficientSum);
}
diff --git a/tests/testoutsetshadowdrawing.c b/tests/testoutsetshadowdrawing.c
index aeb4461de3..96462a3310 100644
--- a/tests/testoutsetshadowdrawing.c
+++ b/tests/testoutsetshadowdrawing.c
@@ -43,7 +43,7 @@ static const char *css =
".b1 {"
" all: unset;"
" min-width: 100px;"
-" min-height:100px;"
+" min-height: 100px;"
" border-radius: 7px 7px 0px 0px;"
" box-shadow: 0px 0px 9px 0px rgba(0, 0, 0, 0.5);"
"}"
@@ -93,6 +93,7 @@ main (int argc, char **argv)
GTK_STYLE_PROVIDER_PRIORITY_APPLICATION);
window = gtk_window_new (GTK_WINDOW_TOPLEVEL);
+ gtk_window_set_decorated (GTK_WINDOW (window), FALSE);
box = gtk_box_new (GTK_ORIENTATION_VERTICAL, 120);
top = gtk_box_new (GTK_ORIENTATION_HORIZONTAL, 120);
bottom = gtk_box_new (GTK_ORIENTATION_HORIZONTAL, 120);
@@ -124,7 +125,6 @@ main (int argc, char **argv)
gtk_style_context_add_class (gtk_widget_get_style_context (w), "five");
gtk_container_add (GTK_CONTAINER (top), w);
-
/* Bottom */
w = gtk_button_new ();
gtk_widget_set_valign (w, GTK_ALIGN_CENTER);
@@ -153,6 +153,4 @@ main (int argc, char **argv)
gtk_widget_show (window);
gtk_main ();
-
- gtk_widget_destroy (window);
}
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