On Tue, Aug 28, 2012 at 8:27 AM, Pekka Paalanen <[email protected]> wrote: > On Mon, 27 Aug 2012 17:03:10 +0300 > Pekka Paalanen <[email protected]> wrote: > >> Hi Rob, >> >> I've started reviewing your patch and fixing the remaining bugs. So far >> I think I got most of the blend/opaque region stuff sorted out. I >> haven't still gotten to the geometry, where I can trigger visual bugs >> with and without getting your TODO printouts. >> >> I'm guessing the xwayland surfaces will come and haunt us, because I >> think they contain both an opaque region with undefined alpha values, >> and opaque and non-opaque regions with valid alpha values.I haven't >> even tested them yet, but I guess a quick fix would be to paint opaque >> regions always with a shader that forces texture alpha to 1.0. Would it >> better as a different shader program or a uniform flag for a shader, I >> don't know. >> >> I'm not sure we should have nested functions in Weston code base. Also >> like you noted, compositor_wayland.c does not build anymore. >> >> Here's my WIP tree that may be rebased! > > The tree is still here and updated: > http://cgit.collabora.com/git/user/pq/wayland-demos.git/log/?h=shaders > I don't think I will be rebasing it anymore. > > I merged Rob's updates there. > > Rob, I will leave cleaning up the series for you, once we are done. You > probably want to squash some things etc.
Fyi, I've squashed/reordered a bit. And pushed some nice updates to your debug draw stuff, so now it is quite fun to look at: git://github.com/robclark/weston.git master BR, -R >> I should get to reviewing the geometry tomorrow. > > I started on geometry, and wrote a simple debug feature: > http://people.collabora.com/~pq/geometry-debug-2.png > http://people.collabora.com/~pq/geometry-debug-3.png > http://people.collabora.com/~pq/geometry-debug-4.png > > It draws the triangle edges. It's quite fun in realtime, apart from > leaving a mess on the screen. > > When I was reading through the x1==x2 and y1==y2 special cases in > calculate_edges(), I had the feeling the polygon winding order might > get wrong sometimes. Also looking at it on paper I was certain I should > be getting those TODO messages. > > Turned out the (!es->transform.enabled) special case was hiding all > that. When forcing the transformed path, there's obviously something > not quite right: > http://people.collabora.com/~pq/geometry-debug-5.png > > That is in my git branch, too. > > There is also room for a simplification: as the intersection of two > rectangles is guaranteed to be convex, we don't need the "center point" > vertex, we can simply use any vertex on the perimeter. This should make > the usual case of an aligned rectangle to collapse into two triangles > instead of the current four, and work fine for all cases. > > And I still haven't gotten to the complex parts yet :-P > > > Cheers! > - pq > _______________________________________________ > wayland-devel mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/wayland-devel _______________________________________________ wayland-devel mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/wayland-devel
