Richard Hughes wrote:

I've got to move onto other stuff next week, but I'd be really
interested if anyone has inputs on how the sub-surface gamut mapping
using shaders is going to work. The main complication seems to be that
it's per-output, rather than per-surface. I've played with 1bit masks
in the past, but this made the shader quite complicated. Ideas very
welcome. Thanks.

The compositor should be able to draw N polygons for the N intersections of a surface with each output, each using a different shader?

You absolutely do not want to put an if based on a pixel value into a glsl shader. It is really slow.
_______________________________________________
wayland-devel mailing list
wayland-devel@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/wayland-devel

Reply via email to