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authorJean-Philippe Andre <jp.andre@samsung.com>2016-11-04 11:59:59 +0900
committerJean-Philippe Andre <jp.andre@samsung.com>2016-11-04 15:26:41 +0900
commit4071af438a447479f15fc3d979058a889b2aa911 (patch)
treec5f2bba15167ac5f0bc3823e8a7f94c457f99c3c
parent832873259ccc98bf615e4976db92749232f355e8 (diff)
downloadefl-4071af438a447479f15fc3d979058a889b2aa911.tar.gz
Revert "evas: Simplify GL masking and fix window rotation"
This reverts commit 562528d28c376d5ff941f9db3ea5c4924c07e75f. This patch did not work with mapped images.
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_context.c66
-rw-r--r--src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x5
-rw-r--r--src/modules/evas/engines/gl_common/shader/vertex.glsl5
3 files changed, 46 insertions, 30 deletions
diff --git a/src/modules/evas/engines/gl_common/evas_gl_context.c b/src/modules/evas/engines/gl_common/evas_gl_context.c
index 8e14150198..a13b8b58e5 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_context.c
+++ b/src/modules/evas/engines/gl_common/evas_gl_context.c
@@ -1357,7 +1357,7 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
#define COLOR_CNT 4
#define TEX_CNT 2
#define SAM_CNT 2
-#define MASK_CNT 2
+#define MASK_CNT 4
#define PUSH_VERTEX(n, x, y, z) do { \
gc->pipe[n].array.vertex[nv++] = x; \
@@ -1380,9 +1380,11 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
#define PUSH_TEXA(n, u, v) do { \
gc->pipe[n].array.texa[na++] = u; \
gc->pipe[n].array.texa[na++] = v; } while(0)
-#define PUSH_TEXM(n, u, v) do { \
+#define PUSH_TEXM(n, u, v, w, z) do { \
gc->pipe[n].array.mask[nm++] = u; \
- gc->pipe[n].array.mask[nm++] = v; } while(0)
+ gc->pipe[n].array.mask[nm++] = v; \
+ gc->pipe[n].array.mask[nm++] = w; \
+ gc->pipe[n].array.mask[nm++] = z; } while(0)
#define PUSH_TEXSAM(n, x, y) do { \
gc->pipe[n].array.texsam[ns++] = x; \
gc->pipe[n].array.texsam[ns++] = y; } while(0)
@@ -1396,12 +1398,6 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
PUSH_TEXUV(pn, x1, y1); PUSH_TEXUV(pn, x2, y2); PUSH_TEXUV(pn, x4, y4);\
PUSH_TEXUV(pn, x2, y2); PUSH_TEXUV(pn, x3, y3); PUSH_TEXUV(pn, x4, y4);
-#define PUSH_6_TEXM(pn, x, y, w, h) do { \
- PUSH_TEXM(pn, x , y ); PUSH_TEXM(pn, x + w, y ); \
- PUSH_TEXM(pn, x , y + h); PUSH_TEXM(pn, x + w, y ); \
- PUSH_TEXM(pn, x + w, y + h); PUSH_TEXM(pn, x , y + h); \
- } while (0)
-
#define PUSH_6_TEXUV(pn, x1, y1, x2, y2) \
PUSH_6_QUAD(pn, x1, y1, x2, y1, x2, y2, x1, y2);
@@ -1429,31 +1425,38 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
static inline Eina_Bool
_push_mask(Evas_Engine_GL_Context *gc, const int pn, int nm, Evas_GL_Texture *mtex,
- int mx, int my, int mw, int mh, int x, int y, int w, int h,
- Shader_Sampling msam, int nms)
+ int mx, int my, int mw, int mh, Shader_Sampling msam, int nms)
{
- double glmx, glmy, glmw, glmh;
+ double glmx, glmy, glmw, glmh, yinv = -1.f;
double gw = gc->w, gh = gc->h;
- int cnt = 6;
+ int i, cnt = 6;
+
+ if (!((gc->pipe[0].shader.surface == gc->def_surface) ||
+ (!gc->pipe[0].shader.surface)))
+ {
+ gw = gc->pipe[0].shader.surface->w;
+ gh = gc->pipe[0].shader.surface->h;
+ yinv = 1.f;
+ }
if (!gw || !gh || !mw || !mh || !mtex->pt->w || !mtex->pt->h)
return EINA_FALSE;
- glmx = ((double) (x - mx) / mw) * mtex->w / mtex->pt->w + (double) mtex->x / mtex->pt->w;
- glmy = ((double) (y - my) / mh) * mtex->h / mtex->pt->h + (double) mtex->y / mtex->pt->h;
- glmw = (double) (w * mtex->w) / (mw * mtex->pt->w);
- glmh = (double) (h * mtex->h) / (mh * mtex->pt->h);
+ /* vertex shader:
+ * 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);
+ * tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
+ */
+ glmx = (double)((mtex->x * mw) - (mtex->w * mx)) / (double)(mw * mtex->pt->w);
+ glmy = (double)((mtex->y * mh) - (mtex->h * my)) / (double)(mh * mtex->pt->h);
+ glmw = (double)(gw * mtex->w) / (double)(mw * mtex->pt->w);
+ glmh = (double)(gh * mtex->h) / (double)(mh * mtex->pt->h);
+ glmh *= yinv;
- if (EINA_UNLIKELY(gc->pipe[pn].array.line))
- {
- PUSH_TEXM(pn, glmx, glmy);
- PUSH_TEXM(pn, glmx + glmy, glmy + glmh);
- cnt = 2;
- }
- else
- {
- PUSH_6_TEXM(pn, glmx, glmy, glmw, glmh);
- }
+ if (gc->pipe[pn].array.line)
+ cnt = 2;
+
+ for (i = 0; i < cnt; i++)
+ PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
if (msam)
{
@@ -1462,11 +1465,18 @@ _push_mask(Evas_Engine_GL_Context *gc, const int pn, int nm, Evas_GL_Texture *mt
PUSH_MASKSAM(pn, samx, samy, cnt);
}
+ /*
+ DBG("%d,%d %dx%d --> %f , %f - %f x %f [gc %dx%d, tex %d,%d %dx%d, pt %dx%d]",
+ mx, my, mw, mh,
+ glmx, glmy, glmw, glmh,
+ gc->w, gc->h, mtex->x, mtex->y, mtex->w, mtex->h, mtex->pt->w, mtex->pt->h);
+ */
+
return EINA_TRUE;
}
#define PUSH_MASK(pn, mtex, mx, my, mw, mh, msam) if (mtex) do { \
- _push_mask(gc, pn, nm, mtex, mx, my, mw, mh, x, y, w, h, msam, nms); \
+ _push_mask(gc, pn, nm, mtex, mx, my, mw, mh, msam, nms); \
} while(0)
#define PIPE_GROW(gc, pn, inc) \
diff --git a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
index 1c09e65e84..558531a50b 100644
--- a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
+++ b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
@@ -276,7 +276,10 @@ static const char vertex_glsl[] =
" maskdiv_s = 4.0;\n"
"#endif\n"
"#ifdef SHD_MASK\n"
- " tex_m = mask_coord.xy;\n"
+ " // mask_coord.w contains the Y-invert flag\n"
+ " // position on screen in [0..1] range of current pixel\n"
+ " 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"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"#endif\n"
"}\n";
diff --git a/src/modules/evas/engines/gl_common/shader/vertex.glsl b/src/modules/evas/engines/gl_common/shader/vertex.glsl
index 81c9281d64..d67eb0684e 100644
--- a/src/modules/evas/engines/gl_common/shader/vertex.glsl
+++ b/src/modules/evas/engines/gl_common/shader/vertex.glsl
@@ -128,7 +128,10 @@ void main()
#endif
#ifdef SHD_MASK
- tex_m = mask_coord.xy;
+ // mask_coord.w contains the Y-invert flag
+ // position on screen in [0..1] range of current pixel
+ 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);
+ tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
#endif
}