[PATCH weston 6/8] gl-renderer: Don't multiply with alpha uniform when it's 1.0.
John Kåre Alsaker
john.kare.alsaker at gmail.com
Thu Feb 21 10:19:32 PST 2013
This eliminates the multiplication of the alpha uniform for the common case
of surfaces with 1.0 as alpha.
---
src/gl-internal.h | 1 +
src/gl-renderer.c | 14 ++++++++------
src/gl-shaders.c | 6 +++---
3 files changed, 12 insertions(+), 9 deletions(-)
diff --git a/src/gl-internal.h b/src/gl-internal.h
index 44b1c75..6a46865 100644
--- a/src/gl-internal.h
+++ b/src/gl-internal.h
@@ -53,6 +53,7 @@ enum gl_conversion_attribute {
enum gl_output_attribute {
OUTPUT_BLEND,
+ OUTPUT_TRANSPARENT,
OUTPUT_TO_SRGB,
OUTPUT_COUNT
};
diff --git a/src/gl-renderer.c b/src/gl-renderer.c
index 25f5f84..7a19b26 100644
--- a/src/gl-renderer.c
+++ b/src/gl-renderer.c
@@ -758,7 +758,8 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
pixman_region32_t surface_blend;
pixman_region32_t *buffer_damage;
GLint filter;
- int i;
+ int i, transparent;
+ enum gl_output_attribute output_attribute;
pixman_region32_init(&repaint);
pixman_region32_intersect(&repaint,
@@ -778,7 +779,10 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
gl_shader_setup(gr->solid_shader, es, output);
}
- shader = gl_select_shader(gr, gs->input, OUTPUT_BLEND, gs->conversion);
+ transparent = es->alpha < 1.0;
+ output_attribute = transparent ? OUTPUT_TRANSPARENT : OUTPUT_BLEND;
+
+ shader = gl_select_shader(gr, gs->input, output_attribute, gs->conversion);
gl_use_shader(gr, shader);
gl_shader_setup(shader, es, output);
@@ -810,13 +814,13 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
struct gl_shader *rgbx_shader = gl_select_shader(gr,
INPUT_RGBX,
- OUTPUT_BLEND,
+ output_attribute,
gs->conversion);
gl_use_shader(gr, rgbx_shader);
gl_shader_setup(rgbx_shader, es, output);
}
- if (es->alpha < 1.0)
+ if (transparent)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
@@ -945,8 +949,6 @@ draw_border(struct weston_output *output)
gl_shader_set_output(shader, output);
- glUniform1f(shader->alpha_uniform, 1);
-
n = texture_border(output);
glActiveTexture(GL_TEXTURE0);
diff --git a/src/gl-shaders.c b/src/gl-shaders.c
index b3c81cd..8987329 100644
--- a/src/gl-shaders.c
+++ b/src/gl-shaders.c
@@ -490,8 +490,7 @@ create_shader_permutation(struct gl_renderer *renderer,
if (OPENGL_ES_VER)
append(&sb.global, "precision mediump float;\n");
- append(&sb.global, "varying vec2 texture_coord;\n" \
- "uniform float alpha;\n");
+ append(&sb.global, "varying vec2 texture_coord;\n");
append(&sb.body, "void main()\n{\n");
@@ -503,7 +502,8 @@ create_shader_permutation(struct gl_renderer *renderer,
add_conversion(&sb);
switch (sb.attributes[ATTRIBUTE_OUTPUT]) {
- case OUTPUT_BLEND:
+ case OUTPUT_TRANSPARENT:
+ append(&sb.global, "uniform float alpha;\n");
append(&sb.body, "gl_FragColor *= alpha;\n");
break;
case OUTPUT_TO_SRGB:
--
1.8.1.3
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