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>
This commit is contained in:
Michel Dänzer 2016-05-24 18:12:42 +09:00 committed by Adam Jackson
parent 4d649d5177
commit 4711ebc174

View File

@ -105,7 +105,7 @@ glamor_create_composite_fs(struct shader_key *key)
/* The texture and the pixmap size is not match eaxctly, so can't sample it directly.
* rel_sampler will recalculate the texture coords.*/
const char *rel_sampler =
" vec4 rel_sampler(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
" vec4 rel_sampler_rgba(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
"{\n"
" if (repeat >= RepeatFix) {\n"
" tex = rel_tex_coord(tex, wh, repeat);\n"
@ -117,6 +117,19 @@ glamor_create_composite_fs(struct shader_key *key)
" }\n"
" }\n"
" return texture2D(tex_image, tex);\n"
"}\n"
" vec4 rel_sampler_rgbx(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
"{\n"
" if (repeat >= RepeatFix) {\n"
" tex = rel_tex_coord(tex, wh, repeat);\n"
" if (repeat == RepeatFix + RepeatNone) {\n"
" if (tex.x < 0.0 || tex.x >= 1.0 || \n"
" tex.y < 0.0 || tex.y >= 1.0)\n"
" return vec4(0.0, 0.0, 0.0, 0.0);\n"
" tex = (fract(tex) / wh.xy);\n"
" }\n"
" }\n"
" return vec4(texture2D(tex_image, tex).rgb, 1.0);\n"
"}\n";
const char *source_solid_fetch =
@ -131,8 +144,8 @@ glamor_create_composite_fs(struct shader_key *key)
"uniform vec4 source_wh;"
"vec4 get_source()\n"
"{\n"
" return rel_sampler(source_sampler, source_texture,\n"
" source_wh, source_repeat_mode);\n"
" return rel_sampler_rgba(source_sampler, source_texture,\n"
" source_wh, source_repeat_mode);\n"
"}\n";
const char *source_pixmap_fetch =
"varying vec2 source_texture;\n"
@ -140,9 +153,8 @@ glamor_create_composite_fs(struct shader_key *key)
"uniform vec4 source_wh;\n"
"vec4 get_source()\n"
"{\n"
" return vec4(rel_sampler(source_sampler, source_texture,\n"
" source_wh, source_repeat_mode).rgb,\n"
" 1.0);\n"
" return rel_sampler_rgbx(source_sampler, source_texture,\n"
" source_wh, source_repeat_mode);\n"
"}\n";
const char *mask_none =
"vec4 get_mask()\n"
@ -161,8 +173,8 @@ glamor_create_composite_fs(struct shader_key *key)
"uniform vec4 mask_wh;\n"
"vec4 get_mask()\n"
"{\n"
" return rel_sampler(mask_sampler, mask_texture,\n"
" mask_wh, mask_repeat_mode);\n"
" return rel_sampler_rgba(mask_sampler, mask_texture,\n"
" mask_wh, mask_repeat_mode);\n"
"}\n";
const char *mask_pixmap_fetch =
"varying vec2 mask_texture;\n"
@ -170,8 +182,8 @@ glamor_create_composite_fs(struct shader_key *key)
"uniform vec4 mask_wh;\n"
"vec4 get_mask()\n"
"{\n"
" return vec4(rel_sampler(mask_sampler, mask_texture,\n"
" mask_wh, mask_repeat_mode).rgb, 1.0);\n"
" return rel_sampler_rgbx(mask_sampler, mask_texture,\n"
" mask_wh, mask_repeat_mode);\n"
"}\n";
const char *dest_swizzle_default =
@ -557,8 +569,8 @@ glamor_set_composite_texture(glamor_screen_private *glamor_priv, int unit,
*
**/
if (glamor_pixmap_priv_is_large(pixmap_priv) ||
(glamor_priv->gl_flavor == GLAMOR_GL_ES2 && repeat_type == RepeatNone &&
picture->transform)) {
((!PICT_FORMAT_A(picture->format) || glamor_priv->gl_flavor == GLAMOR_GL_ES2) &&
repeat_type == RepeatNone && picture->transform)) {
glamor_pixmap_fbo_fix_wh_ratio(wh, pixmap, pixmap_priv);
glUniform4fv(wh_location, 1, wh);