glamor: Use plain GLSL 1.20 features for fill code.
This prevents performance regressions from losing acceleration support on older hardware as we transition to using glamor_program.c for acceleration. Signed-off-by: Keith Packard <keithp@keithp.com> Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Eric Anholt <eric@anholt.net>
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@ -45,9 +45,8 @@ use_tile(PixmapPtr pixmap, GCPtr gc, glamor_program *prog, void *arg)
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static const glamor_facet glamor_fill_tile = {
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static const glamor_facet glamor_fill_tile = {
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.name = "tile",
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.name = "tile",
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.version = 130,
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.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) / fill_size;\n",
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.vs_exec = " fill_pos = fill_offset + primitive.xy + pos;\n",
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.fs_exec = " gl_FragColor = texture2D(sampler, fill_pos);\n",
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.fs_exec = " gl_FragColor = texelFetch(sampler, ivec2(mod(fill_pos,fill_size)), 0);\n",
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.locations = glamor_program_location_fill,
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.locations = glamor_program_location_fill,
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.use = use_tile,
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.use = use_tile,
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};
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};
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@ -108,6 +107,7 @@ static glamor_location_var location_vars[] = {
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{
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{
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.location = glamor_program_location_fill,
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.location = glamor_program_location_fill,
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.vs_vars = ("uniform vec2 fill_offset;\n"
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.vs_vars = ("uniform vec2 fill_offset;\n"
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"uniform vec2 fill_size;\n"
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"varying vec2 fill_pos;\n"),
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"varying vec2 fill_pos;\n"),
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.fs_vars = ("uniform sampler2D sampler;\n"
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.fs_vars = ("uniform sampler2D sampler;\n"
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"uniform vec2 fill_size;\n"
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"uniform vec2 fill_size;\n"
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