glamor: Don't override source alpha to 1.0 if it's used for blending
It caused an incorrect result of the blend operation.
Use glColorMask to prevent non-1.0 alpha channel values in a depth 32
pixmap backing an effective depth 24 window. For blending operations,
the expectation is that the destination drawable contains valid pixel
values, so the alpha channel should already be 1.0.
Fixes: d1f142891e
("glamor: Ignore destination alpha as necessary for composite operation")
Issue: https://gitlab.gnome.org/GNOME/mutter/-/issues/3104
This commit is contained in:
parent
de0031eefd
commit
d1bbf82d72
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@ -838,6 +838,20 @@ glamor_render_format_is_supported(PicturePtr picture)
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}
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}
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}
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}
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static Bool
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render_op_uses_src_alpha(CARD8 op)
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{
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struct blendinfo *info = &composite_op_info[op];
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switch (info->dest_blend) {
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case GL_ONE_MINUS_SRC_ALPHA:
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case GL_SRC_ALPHA:
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return TRUE;
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}
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return FALSE;
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}
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static Bool
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static Bool
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glamor_composite_choose_shader(CARD8 op,
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glamor_composite_choose_shader(CARD8 op,
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PicturePtr source,
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PicturePtr source,
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@ -951,7 +965,8 @@ glamor_composite_choose_shader(CARD8 op,
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key.dest_swizzle = SHADER_DEST_SWIZZLE_ALPHA_TO_RED;
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key.dest_swizzle = SHADER_DEST_SWIZZLE_ALPHA_TO_RED;
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} else {
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} else {
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if (dest_pixmap->drawable.depth == 32 &&
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if (dest_pixmap->drawable.depth == 32 &&
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glamor_drawable_effective_depth(dest->pDrawable) == 24)
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glamor_drawable_effective_depth(dest->pDrawable) == 24 &&
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!render_op_uses_src_alpha(op))
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key.dest_swizzle = SHADER_DEST_SWIZZLE_IGNORE_ALPHA;
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key.dest_swizzle = SHADER_DEST_SWIZZLE_IGNORE_ALPHA;
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else
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else
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key.dest_swizzle = SHADER_DEST_SWIZZLE_DEFAULT;
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key.dest_swizzle = SHADER_DEST_SWIZZLE_DEFAULT;
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@ -1185,6 +1200,7 @@ glamor_composite_with_shader(CARD8 op,
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Bool ret = FALSE;
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Bool ret = FALSE;
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glamor_composite_shader *shader = NULL, *shader_ca = NULL;
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glamor_composite_shader *shader = NULL, *shader_ca = NULL;
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struct blendinfo op_info, op_info_ca;
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struct blendinfo op_info, op_info_ca;
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Bool restore_colormask = FALSE;
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if (!glamor_composite_choose_shader(op, source, mask, dest,
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if (!glamor_composite_choose_shader(op, source, mask, dest,
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source_pixmap, mask_pixmap, dest_pixmap,
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source_pixmap, mask_pixmap, dest_pixmap,
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@ -1209,6 +1225,14 @@ glamor_composite_with_shader(CARD8 op,
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glamor_make_current(glamor_priv);
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glamor_make_current(glamor_priv);
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if (ca_state != CA_TWO_PASS &&
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key.dest_swizzle == SHADER_DEST_SWIZZLE_DEFAULT &&
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dest_pixmap->drawable.depth == 32 &&
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glamor_drawable_effective_depth(dest->pDrawable) == 24) {
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
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restore_colormask = TRUE;
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}
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glamor_set_destination_pixmap_priv_nc(glamor_priv, dest_pixmap, dest_pixmap_priv);
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glamor_set_destination_pixmap_priv_nc(glamor_priv, dest_pixmap, dest_pixmap_priv);
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glamor_composite_set_shader_blend(glamor_priv, dest_pixmap_priv, &key, shader, &op_info);
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glamor_composite_set_shader_blend(glamor_priv, dest_pixmap_priv, &key, shader, &op_info);
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glamor_set_alu(screen, GXcopy);
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glamor_set_alu(screen, GXcopy);
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@ -1351,6 +1375,8 @@ glamor_composite_with_shader(CARD8 op,
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_SCISSOR_TEST);
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disable_va:
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disable_va:
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if (restore_colormask)
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
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glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
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