compositor: paint opaque regions with RGBX shader

weston_surface_draw() is restructured so that it will always use the
RGBX shader for opaque regions, if the surface is assigned the RGBA
shader.

Previously for opaque regions, we simply assumed, that the texture alpha
would be 1.0. If it was not (which really is an application bug), the
region would be misrendered. The RGBX shader forces the texture alpha to
1.0.

Xwayland surfaces may have bad alpha data in the opaque client area. If
blending was enabled, the bad alpha would be used with the RGBA shader.
This patch fixes rendering opaque xwayland windows with full-surface
alpha applied.

Test case: xterm, with full-surface alpha one step below 1.0. Before,
black text was fully transparent, now it is correctly only slightly
transparent.

Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Pekka Paalanen 12 years ago committed by Kristian Høgsberg
parent 4f9c07bf11
commit 2abe2e6d41
  1. 74
      src/compositor.c

@ -1317,6 +1317,32 @@ repaint_region(struct weston_surface *es, pixman_region32_t *region,
ec->vtxcnt.size = 0; ec->vtxcnt.size = 0;
} }
static void
weston_compositor_use_shader(struct weston_compositor *compositor,
struct weston_shader *shader)
{
if (compositor->current_shader == shader)
return;
glUseProgram(shader->program);
compositor->current_shader = shader;
}
static void
weston_shader_uniforms(struct weston_shader *shader,
struct weston_surface *surface,
struct weston_output *output)
{
int i;
glUniformMatrix4fv(shader->proj_uniform,
1, GL_FALSE, output->matrix.d);
glUniform4fv(shader->color_uniform, 1, surface->color);
glUniform1f(shader->alpha_uniform, surface->alpha);
for (i = 0; i < surface->num_textures; i++)
glUniform1i(shader->tex_uniforms[i], i);
}
WL_EXPORT void WL_EXPORT void
weston_surface_draw(struct weston_surface *es, struct weston_output *output, weston_surface_draw(struct weston_surface *es, struct weston_output *output,
@ -1331,8 +1357,6 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output,
int i; int i;
pixman_region32_init(&repaint); pixman_region32_init(&repaint);
pixman_region32_init(&surface_blend);
pixman_region32_intersect(&repaint, pixman_region32_intersect(&repaint,
&es->transform.boundingbox, damage); &es->transform.boundingbox, damage);
pixman_region32_subtract(&repaint, &repaint, &es->clip); pixman_region32_subtract(&repaint, &repaint, &es->clip);
@ -1345,22 +1369,8 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output,
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
/* blended region is whole surface minus opaque region: */ weston_compositor_use_shader(ec, es->shader);
pixman_region32_init_rect(&surface_blend, 0, 0, weston_shader_uniforms(es->shader, es, output);
es->geometry.width, es->geometry.height);
if (es->alpha >= 1.0)
pixman_region32_subtract(&surface_blend, &surface_blend,
&es->opaque);
if (ec->current_shader != es->shader) {
glUseProgram(es->shader->program);
ec->current_shader = es->shader;
}
glUniformMatrix4fv(es->shader->proj_uniform,
1, GL_FALSE, output->matrix.d);
glUniform4fv(es->shader->color_uniform, 1, es->color);
glUniform1f(es->shader->alpha_uniform, es->alpha);
if (es->transform.enabled || output->zoom.active) if (es->transform.enabled || output->zoom.active)
filter = GL_LINEAR; filter = GL_LINEAR;
@ -1368,26 +1378,46 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output,
filter = GL_NEAREST; filter = GL_NEAREST;
for (i = 0; i < es->num_textures; i++) { for (i = 0; i < es->num_textures; i++) {
glUniform1i(es->shader->tex_uniforms[i], i);
glActiveTexture(GL_TEXTURE0 + i); glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(es->target, es->textures[i]); glBindTexture(es->target, es->textures[i]);
glTexParameteri(es->target, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(es->target, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(es->target, GL_TEXTURE_MAG_FILTER, filter); glTexParameteri(es->target, GL_TEXTURE_MAG_FILTER, filter);
} }
if (pixman_region32_not_empty(&es->opaque) && es->alpha >= 1.0) { /* blended region is whole surface minus opaque region: */
glDisable(GL_BLEND); pixman_region32_init_rect(&surface_blend, 0, 0,
es->geometry.width, es->geometry.height);
pixman_region32_subtract(&surface_blend, &surface_blend, &es->opaque);
if (pixman_region32_not_empty(&es->opaque)) {
if (es->shader == &ec->texture_shader_rgba) {
/* Special case for RGBA textures with possibly
* bad data in alpha channel: use the shader
* that forces texture alpha = 1.0.
* Xwayland surfaces need this.
*/
weston_compositor_use_shader(ec, &ec->texture_shader_rgbx);
weston_shader_uniforms(&ec->texture_shader_rgbx, es, output);
}
if (es->alpha < 1.0)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
repaint_region(es, &repaint, &es->opaque); repaint_region(es, &repaint, &es->opaque);
} }
if (pixman_region32_not_empty(&surface_blend)) { if (pixman_region32_not_empty(&surface_blend)) {
weston_compositor_use_shader(ec, es->shader);
glEnable(GL_BLEND); glEnable(GL_BLEND);
repaint_region(es, &repaint, &surface_blend); repaint_region(es, &repaint, &surface_blend);
} }
pixman_region32_fini(&surface_blend);
out: out:
pixman_region32_fini(&repaint); pixman_region32_fini(&repaint);
pixman_region32_fini(&surface_blend);
} }
WL_EXPORT void WL_EXPORT void

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