[Libreoffice-commits] core.git: vcl/opengl
Luboš Luňák (via logerrit)
logerrit at kemper.freedesktop.org
Mon Apr 15 13:28:29 UTC 2019
vcl/opengl/shaders/areaScaleFragmentShader.glsl | 7 +++++++
1 file changed, 7 insertions(+)
New commits:
commit b9d101e9f96c2e9fc698cb0f84508e346a976060
Author: Luboš Luňák <l.lunak at collabora.com>
AuthorDate: Wed Apr 3 11:02:48 2019 +0200
Commit: Luboš Luňák <l.lunak at collabora.com>
CommitDate: Mon Apr 15 15:27:00 2019 +0200
restore code comments
These got removed in d115a235bf3ff5366 for some reason.
Change-Id: I27eadc7f9f874f420ab0273e0ef2b62af57f6c4a
diff --git a/vcl/opengl/shaders/areaScaleFragmentShader.glsl b/vcl/opengl/shaders/areaScaleFragmentShader.glsl
index e16133682ba2..07945e3ebe44 100644
--- a/vcl/opengl/shaders/areaScaleFragmentShader.glsl
+++ b/vcl/opengl/shaders/areaScaleFragmentShader.glsl
@@ -127,9 +127,16 @@ void main(void)
int dx = int( tex_coord.s * xdestconvert );
int dy = int( tex_coord.t * ydestconvert );
+ // How much each column/row will contribute to the resulting pixel.
+ // Note: These values are always the same for the same X (or Y),
+ // so they could be precalculated in C++ and passed to the shader,
+ // but GLSL has limits on the size of uniforms passed to it,
+ // so it'd need something like texture buffer objects from newer
+ // GLSL versions, and it seems the hassle is not really worth it.
float xratio[ 16 + 2 ];
float yratio[ 16 + 2 ];
+ // For finding the first and last source pixel.
int xpixel[ 16 + 2 ];
int ypixel[ 16 + 2 ];
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