glamor: Fix sampling outside of RGBx source/mask pictures
RENDER requires that sampling outside of any source/mask picture results in alpha == 0.0. The OpenGL border colour cannot set alpha = 0.0 if the texture format doesn't have an alpha channel, so we have to use the RepeatFix handling in that case. Also, only force alpha = 1.0 when sampling inside of RGBx source/mask pictures. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94514 Signed-off-by: Michel Dänzer <michel.daenzer@amd.com> Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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@ -105,7 +105,7 @@ glamor_create_composite_fs(struct shader_key *key)
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/* The texture and the pixmap size is not match eaxctly, so can't sample it directly.
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* rel_sampler will recalculate the texture coords.*/
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const char *rel_sampler =
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" vec4 rel_sampler(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
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" vec4 rel_sampler_rgba(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
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"{\n"
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" if (repeat >= RepeatFix) {\n"
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" tex = rel_tex_coord(tex, wh, repeat);\n"
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@ -117,6 +117,19 @@ glamor_create_composite_fs(struct shader_key *key)
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" }\n"
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" }\n"
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" return texture2D(tex_image, tex);\n"
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"}\n"
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" vec4 rel_sampler_rgbx(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
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"{\n"
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" if (repeat >= RepeatFix) {\n"
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" tex = rel_tex_coord(tex, wh, repeat);\n"
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" if (repeat == RepeatFix + RepeatNone) {\n"
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" if (tex.x < 0.0 || tex.x >= 1.0 || \n"
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" tex.y < 0.0 || tex.y >= 1.0)\n"
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" return vec4(0.0, 0.0, 0.0, 0.0);\n"
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" tex = (fract(tex) / wh.xy);\n"
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" }\n"
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" }\n"
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" return vec4(texture2D(tex_image, tex).rgb, 1.0);\n"
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"}\n";
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const char *source_solid_fetch =
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@ -131,8 +144,8 @@ glamor_create_composite_fs(struct shader_key *key)
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"uniform vec4 source_wh;"
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"vec4 get_source()\n"
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"{\n"
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" return rel_sampler(source_sampler, source_texture,\n"
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" source_wh, source_repeat_mode);\n"
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" return rel_sampler_rgba(source_sampler, source_texture,\n"
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" source_wh, source_repeat_mode);\n"
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"}\n";
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const char *source_pixmap_fetch =
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"varying vec2 source_texture;\n"
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@ -140,9 +153,8 @@ glamor_create_composite_fs(struct shader_key *key)
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"uniform vec4 source_wh;\n"
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"vec4 get_source()\n"
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"{\n"
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" return vec4(rel_sampler(source_sampler, source_texture,\n"
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" source_wh, source_repeat_mode).rgb,\n"
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" 1.0);\n"
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" return rel_sampler_rgbx(source_sampler, source_texture,\n"
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" source_wh, source_repeat_mode);\n"
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"}\n";
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const char *mask_none =
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"vec4 get_mask()\n"
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@ -161,8 +173,8 @@ glamor_create_composite_fs(struct shader_key *key)
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"uniform vec4 mask_wh;\n"
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"vec4 get_mask()\n"
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"{\n"
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" return rel_sampler(mask_sampler, mask_texture,\n"
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" mask_wh, mask_repeat_mode);\n"
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" return rel_sampler_rgba(mask_sampler, mask_texture,\n"
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" mask_wh, mask_repeat_mode);\n"
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"}\n";
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const char *mask_pixmap_fetch =
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"varying vec2 mask_texture;\n"
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@ -170,8 +182,8 @@ glamor_create_composite_fs(struct shader_key *key)
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"uniform vec4 mask_wh;\n"
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"vec4 get_mask()\n"
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"{\n"
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" return vec4(rel_sampler(mask_sampler, mask_texture,\n"
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" mask_wh, mask_repeat_mode).rgb, 1.0);\n"
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" return rel_sampler_rgbx(mask_sampler, mask_texture,\n"
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" mask_wh, mask_repeat_mode);\n"
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"}\n";
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const char *dest_swizzle_default =
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@ -557,8 +569,8 @@ glamor_set_composite_texture(glamor_screen_private *glamor_priv, int unit,
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*
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**/
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if (glamor_pixmap_priv_is_large(pixmap_priv) ||
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(glamor_priv->gl_flavor == GLAMOR_GL_ES2 && repeat_type == RepeatNone &&
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picture->transform)) {
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((!PICT_FORMAT_A(picture->format) || glamor_priv->gl_flavor == GLAMOR_GL_ES2) &&
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repeat_type == RepeatNone && picture->transform)) {
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glamor_pixmap_fbo_fix_wh_ratio(wh, pixmap, pixmap_priv);
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glUniform4fv(wh_location, 1, wh);
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