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authorMichel Dänzer <michel.daenzer@amd.com>2016-05-24 18:12:42 +0900
committerAdam Jackson <ajax@redhat.com>2016-05-25 11:09:09 -0400
commit4711ebc174206b5a50e6ae8a7f974cd835e4ebd3 (patch)
tree81cd617e52ce58e5371862bdcf4b6b7a8d9b8b66
parent4d649d51770cace4d7c1e51d9a199ac7a056c30a (diff)
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>
-rw-r--r--glamor/glamor_render.c36
1 files changed, 24 insertions, 12 deletions
diff --git a/glamor/glamor_render.c b/glamor/glamor_render.c
index 65f7059a9..cc03136d5 100644
--- a/glamor/glamor_render.c
+++ b/glamor/glamor_render.c
@@ -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);