Revert "evas: Simplify GL masking and fix window rotation"
This reverts commit 562528d28c
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This patch did not work with mapped images.
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832873259c
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4071af438a
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@ -1357,7 +1357,7 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
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#define COLOR_CNT 4
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#define TEX_CNT 2
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#define SAM_CNT 2
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#define MASK_CNT 2
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#define MASK_CNT 4
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#define PUSH_VERTEX(n, x, y, z) do { \
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gc->pipe[n].array.vertex[nv++] = x; \
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@ -1380,9 +1380,11 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
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#define PUSH_TEXA(n, u, v) do { \
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gc->pipe[n].array.texa[na++] = u; \
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gc->pipe[n].array.texa[na++] = v; } while(0)
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#define PUSH_TEXM(n, u, v) do { \
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#define PUSH_TEXM(n, u, v, w, z) do { \
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gc->pipe[n].array.mask[nm++] = u; \
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gc->pipe[n].array.mask[nm++] = v; } while(0)
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gc->pipe[n].array.mask[nm++] = v; \
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gc->pipe[n].array.mask[nm++] = w; \
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gc->pipe[n].array.mask[nm++] = z; } while(0)
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#define PUSH_TEXSAM(n, x, y) do { \
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gc->pipe[n].array.texsam[ns++] = x; \
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gc->pipe[n].array.texsam[ns++] = y; } while(0)
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@ -1396,12 +1398,6 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
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PUSH_TEXUV(pn, x1, y1); PUSH_TEXUV(pn, x2, y2); PUSH_TEXUV(pn, x4, y4);\
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PUSH_TEXUV(pn, x2, y2); PUSH_TEXUV(pn, x3, y3); PUSH_TEXUV(pn, x4, y4);
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#define PUSH_6_TEXM(pn, x, y, w, h) do { \
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PUSH_TEXM(pn, x , y ); PUSH_TEXM(pn, x + w, y ); \
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PUSH_TEXM(pn, x , y + h); PUSH_TEXM(pn, x + w, y ); \
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PUSH_TEXM(pn, x + w, y + h); PUSH_TEXM(pn, x , y + h); \
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} while (0)
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#define PUSH_6_TEXUV(pn, x1, y1, x2, y2) \
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PUSH_6_QUAD(pn, x1, y1, x2, y1, x2, y2, x1, y2);
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@ -1429,31 +1425,38 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
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static inline Eina_Bool
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_push_mask(Evas_Engine_GL_Context *gc, const int pn, int nm, Evas_GL_Texture *mtex,
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int mx, int my, int mw, int mh, int x, int y, int w, int h,
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Shader_Sampling msam, int nms)
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int mx, int my, int mw, int mh, Shader_Sampling msam, int nms)
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{
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double glmx, glmy, glmw, glmh;
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double glmx, glmy, glmw, glmh, yinv = -1.f;
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double gw = gc->w, gh = gc->h;
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int cnt = 6;
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int i, cnt = 6;
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if (!((gc->pipe[0].shader.surface == gc->def_surface) ||
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(!gc->pipe[0].shader.surface)))
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{
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gw = gc->pipe[0].shader.surface->w;
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gh = gc->pipe[0].shader.surface->h;
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yinv = 1.f;
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}
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if (!gw || !gh || !mw || !mh || !mtex->pt->w || !mtex->pt->h)
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return EINA_FALSE;
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glmx = ((double) (x - mx) / mw) * mtex->w / mtex->pt->w + (double) mtex->x / mtex->pt->w;
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glmy = ((double) (y - my) / mh) * mtex->h / mtex->pt->h + (double) mtex->y / mtex->pt->h;
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glmw = (double) (w * mtex->w) / (mw * mtex->pt->w);
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glmh = (double) (h * mtex->h) / (mh * mtex->pt->h);
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/* vertex shader:
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* vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);
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* tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
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*/
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glmx = (double)((mtex->x * mw) - (mtex->w * mx)) / (double)(mw * mtex->pt->w);
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glmy = (double)((mtex->y * mh) - (mtex->h * my)) / (double)(mh * mtex->pt->h);
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glmw = (double)(gw * mtex->w) / (double)(mw * mtex->pt->w);
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glmh = (double)(gh * mtex->h) / (double)(mh * mtex->pt->h);
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glmh *= yinv;
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if (EINA_UNLIKELY(gc->pipe[pn].array.line))
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{
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PUSH_TEXM(pn, glmx, glmy);
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PUSH_TEXM(pn, glmx + glmy, glmy + glmh);
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cnt = 2;
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}
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else
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{
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PUSH_6_TEXM(pn, glmx, glmy, glmw, glmh);
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}
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if (gc->pipe[pn].array.line)
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cnt = 2;
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for (i = 0; i < cnt; i++)
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PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
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if (msam)
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{
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@ -1462,11 +1465,18 @@ _push_mask(Evas_Engine_GL_Context *gc, const int pn, int nm, Evas_GL_Texture *mt
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PUSH_MASKSAM(pn, samx, samy, cnt);
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}
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/*
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DBG("%d,%d %dx%d --> %f , %f - %f x %f [gc %dx%d, tex %d,%d %dx%d, pt %dx%d]",
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mx, my, mw, mh,
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glmx, glmy, glmw, glmh,
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gc->w, gc->h, mtex->x, mtex->y, mtex->w, mtex->h, mtex->pt->w, mtex->pt->h);
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*/
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return EINA_TRUE;
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}
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#define PUSH_MASK(pn, mtex, mx, my, mw, mh, msam) if (mtex) do { \
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_push_mask(gc, pn, nm, mtex, mx, my, mw, mh, x, y, w, h, msam, nms); \
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_push_mask(gc, pn, nm, mtex, mx, my, mw, mh, msam, nms); \
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} while(0)
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#define PIPE_GROW(gc, pn, inc) \
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@ -276,7 +276,10 @@ static const char vertex_glsl[] =
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" maskdiv_s = 4.0;\n"
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"#endif\n"
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"#ifdef SHD_MASK\n"
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" tex_m = mask_coord.xy;\n"
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" // mask_coord.w contains the Y-invert flag\n"
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" // position on screen in [0..1] range of current pixel\n"
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" vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
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" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
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"#endif\n"
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"}\n";
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@ -128,7 +128,10 @@ void main()
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#endif
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#ifdef SHD_MASK
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tex_m = mask_coord.xy;
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// mask_coord.w contains the Y-invert flag
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// position on screen in [0..1] range of current pixel
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vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);
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tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
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#endif
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}
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