ngl: Add infrastructure for clip-variants of shaders

Make ngl compile each shader three times.
Once with #define NO_CLIP 1
once with #define RECT_CLIP 1
and once as before.
This commit is contained in:
Matthias Clasen 2021-03-07 17:50:19 -05:00
parent 5788338a14
commit 2c05b758c7
5 changed files with 163 additions and 130 deletions

View File

@ -523,6 +523,7 @@ get_shader_string (GBytes *bytes)
GskNglProgram *
gsk_ngl_compiler_compile (GskNglCompiler *self,
const char *name,
const char *clip,
GError **error)
{
char version[32];
@ -561,9 +562,10 @@ gsk_ngl_compiler_compile (GskNglCompiler *self,
vertex_id = glCreateShader (GL_VERTEX_SHADER);
glShaderSource (vertex_id,
9,
10,
(const char *[]) {
version, debug, legacy, gl3, gles,
clip,
get_shader_string (self->all_preamble),
get_shader_string (self->vertex_preamble),
get_shader_string (self->vertex_source),
@ -575,6 +577,7 @@ gsk_ngl_compiler_compile (GskNglCompiler *self,
strlen (legacy),
strlen (gl3),
strlen (gles),
strlen (clip),
g_bytes_get_size (self->all_preamble),
g_bytes_get_size (self->vertex_preamble),
g_bytes_get_size (self->vertex_source),
@ -592,9 +595,10 @@ gsk_ngl_compiler_compile (GskNglCompiler *self,
fragment_id = glCreateShader (GL_FRAGMENT_SHADER);
glShaderSource (fragment_id,
9,
10,
(const char *[]) {
version, debug, legacy, gl3, gles,
clip,
get_shader_string (self->all_preamble),
get_shader_string (self->fragment_preamble),
get_shader_string (self->fragment_source),
@ -606,6 +610,7 @@ gsk_ngl_compiler_compile (GskNglCompiler *self,
strlen (legacy),
strlen (gl3),
strlen (gles),
strlen (clip),
g_bytes_get_size (self->all_preamble),
g_bytes_get_size (self->fragment_preamble),
g_bytes_get_size (self->fragment_source),

View File

@ -62,6 +62,7 @@ void gsk_ngl_compiler_bind_attribute (GskNglCompiler
void gsk_ngl_compiler_clear_attributes (GskNglCompiler *self);
GskNglProgram *gsk_ngl_compiler_compile (GskNglCompiler *self,
const char *name,
const char *clip,
GError **error);
G_END_DECLS

View File

@ -225,6 +225,10 @@ gsk_ngl_driver_dispose (GObject *object)
#define GSK_NGL_NO_UNIFORMS
#define GSK_NGL_ADD_UNIFORM(pos, KEY, name)
#define GSK_NGL_DEFINE_PROGRAM(name, resource, uniforms) \
GSK_NGL_DELETE_PROGRAM(name); \
GSK_NGL_DELETE_PROGRAM(name ## _no_clip); \
GSK_NGL_DELETE_PROGRAM(name ## _rect_clip);
#define GSK_NGL_DELETE_PROGRAM(name) \
G_STMT_START { \
if (self->name) \
gsk_ngl_program_delete (self->name); \
@ -349,34 +353,38 @@ gsk_ngl_driver_load_programs (GskNglDriver *self,
#define GSK_NGL_ADD_UNIFORM(pos, KEY, name) \
gsk_ngl_program_add_uniform (program, #name, UNIFORM_##KEY);
#define GSK_NGL_DEFINE_PROGRAM(name, resource, uniforms) \
G_STMT_START { \
gsk_ngl_compiler_set_source_from_resource (compiler, GSK_NGL_COMPILER_ALL, resource); \
GSK_NGL_COMPILE_PROGRAM(name ## _no_clip, uniforms, "#define NO_CLIP 1\n"); \
GSK_NGL_COMPILE_PROGRAM(name ## _rect_clip, uniforms, "#define RECT_CLIP 1\n"); \
GSK_NGL_COMPILE_PROGRAM(name, uniforms, "");
#define GSK_NGL_COMPILE_PROGRAM(name, uniforms, clip) \
G_STMT_START { \
GskNglProgram *program; \
gboolean have_alpha; \
gboolean have_source; \
\
gsk_ngl_compiler_set_source_from_resource (compiler, GSK_NGL_COMPILER_ALL, resource); \
\
if (!(program = gsk_ngl_compiler_compile (compiler, #name, error))) \
goto failure; \
\
gboolean have_alpha; \
gboolean have_source; \
\
if (!(program = gsk_ngl_compiler_compile (compiler, #name, clip, error))) \
goto failure; \
\
have_alpha = gsk_ngl_program_add_uniform (program, "u_alpha", UNIFORM_SHARED_ALPHA); \
have_source = gsk_ngl_program_add_uniform (program, "u_source", UNIFORM_SHARED_SOURCE); \
gsk_ngl_program_add_uniform (program, "u_clip_rect", UNIFORM_SHARED_CLIP_RECT); \
gsk_ngl_program_add_uniform (program, "u_viewport", UNIFORM_SHARED_VIEWPORT); \
gsk_ngl_program_add_uniform (program, "u_projection", UNIFORM_SHARED_PROJECTION); \
gsk_ngl_program_add_uniform (program, "u_modelview", UNIFORM_SHARED_MODELVIEW); \
\
uniforms \
\
\
uniforms \
\
gsk_ngl_program_uniforms_added (program, have_source); \
\
if (have_alpha) \
\
if (have_alpha) \
gsk_ngl_program_set_uniform1f (program, UNIFORM_SHARED_ALPHA, 0, 1.0f); \
\
*(GskNglProgram **)(((guint8 *)self) + G_STRUCT_OFFSET (GskNglDriver, name)) = \
g_steal_pointer (&program); \
\
*(GskNglProgram **)(((guint8 *)self) + G_STRUCT_OFFSET (GskNglDriver, name)) = \
g_steal_pointer (&program); \
} G_STMT_END;
# include "gsknglprograms.defs"
#undef GSK_NGL_DEFINE_PROGRAM_CLIP
#undef GSK_NGL_DEFINE_PROGRAM
#undef GSK_NGL_ADD_UNIFORM
@ -1038,7 +1046,7 @@ gsk_ngl_driver_lookup_shader (GskNglDriver *self,
gsk_ngl_compiler_bind_attribute (compiler, "aPosition", 0);
gsk_ngl_compiler_bind_attribute (compiler, "aUv", 1);
if ((program = gsk_ngl_compiler_compile (compiler, NULL, error)))
if ((program = gsk_ngl_compiler_compile (compiler, NULL, "", error)))
{
gboolean have_alpha;

View File

@ -106,7 +106,10 @@ struct _GskNglDriver
#define GSK_NGL_NO_UNIFORMS
#define GSK_NGL_ADD_UNIFORM(pos, KEY, name)
#define GSK_NGL_DEFINE_PROGRAM(name, resource, uniforms) GskNglProgram *name;
#define GSK_NGL_DEFINE_PROGRAM(name, resource, uniforms) \
GskNglProgram *name ## _no_clip; \
GskNglProgram *name ## _rect_clip; \
GskNglProgram *name;
# include "gsknglprograms.defs"
#undef GSK_NGL_NO_UNIFORMS
#undef GSK_NGL_ADD_UNIFORM

View File

@ -155,6 +155,7 @@ struct _GskNglRenderJob
/* Cached pointers */
const GskNglRenderClip *current_clip;
const GskNglRenderModelview *current_modelview;
GskNglProgram *current_program;
/* If we should be rendering red zones over fallback nodes */
guint debug_fallback : 1;
@ -1033,6 +1034,8 @@ static inline void
gsk_ngl_render_job_begin_draw (GskNglRenderJob *job,
GskNglProgram *program)
{
job->current_program = program;
gsk_ngl_command_queue_begin_draw (job->command_queue,
program->program_info,
job->viewport.size.width,
@ -1075,6 +1078,13 @@ gsk_ngl_render_job_begin_draw (GskNglRenderJob *job,
job->alpha);
}
#define CHOOSE_PROGRAM(job,name) \
(job->current_clip->is_fully_contained \
? job->driver->name ## _no_clip \
: (job->current_clip->is_rectilinear \
? job->driver->name ## _rect_clip \
: job->driver->name))
static inline void
gsk_ngl_render_job_split_draw (GskNglRenderJob *job)
{
@ -1085,6 +1095,8 @@ static inline void
gsk_ngl_render_job_end_draw (GskNglRenderJob *job)
{
gsk_ngl_command_queue_end_draw (job->command_queue);
job->current_program = NULL;
}
static inline void
@ -1116,8 +1128,8 @@ gsk_ngl_render_job_visit_as_fallback (GskNglRenderJob *job,
if (cached_id != 0)
{
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D, GL_TEXTURE0, cached_id);
gsk_ngl_render_job_draw_offscreen_rect (job, &node->bounds);
@ -1195,8 +1207,8 @@ gsk_ngl_render_job_visit_as_fallback (GskNglRenderJob *job,
gsk_ngl_driver_cache_texture (job->driver, &key, texture_id);
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
@ -1255,20 +1267,20 @@ blur_offscreen (GskNglRenderJob *job,
/* Begin drawing the first horizontal pass, using offscreen as the
* source texture for the program.
*/
gsk_ngl_render_job_begin_draw (job, job->driver->blur);
gsk_ngl_program_set_uniform_texture (job->driver->blur,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blur));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen->texture_id);
gsk_ngl_program_set_uniform1f (job->driver->blur,
gsk_ngl_program_set_uniform1f (job->current_program,
UNIFORM_BLUR_RADIUS, 0,
blur_radius_x);
gsk_ngl_program_set_uniform2f (job->driver->blur,
gsk_ngl_program_set_uniform2f (job->current_program,
UNIFORM_BLUR_SIZE, 0,
texture_to_blur_width,
texture_to_blur_height);
gsk_ngl_program_set_uniform2f (job->driver->blur,
gsk_ngl_program_set_uniform2f (job->current_program,
UNIFORM_BLUR_DIR, 0,
1, 0);
gsk_ngl_render_job_draw_coords (job, 0, 0, texture_to_blur_width, texture_to_blur_height);
@ -1279,20 +1291,20 @@ blur_offscreen (GskNglRenderJob *job,
gsk_ngl_command_queue_clear (job->command_queue, 0, &job->viewport);
/* Draw using blur program with first pass as source texture */
gsk_ngl_render_job_begin_draw (job, job->driver->blur);
gsk_ngl_program_set_uniform_texture (job->driver->blur,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blur));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
pass1->texture_id);
gsk_ngl_program_set_uniform1f (job->driver->blur,
gsk_ngl_program_set_uniform1f (job->current_program,
UNIFORM_BLUR_RADIUS, 0,
blur_radius_y);
gsk_ngl_program_set_uniform2f (job->driver->blur,
gsk_ngl_program_set_uniform2f (job->current_program,
UNIFORM_BLUR_SIZE, 0,
texture_to_blur_width,
texture_to_blur_height);
gsk_ngl_program_set_uniform2f (job->driver->blur,
gsk_ngl_program_set_uniform2f (job->current_program,
UNIFORM_BLUR_DIR, 0,
0, 1);
gsk_ngl_render_job_draw_coords (job, 0, 0, texture_to_blur_width, texture_to_blur_height);
@ -1368,8 +1380,8 @@ static inline void
gsk_ngl_render_job_visit_color_node (GskNglRenderJob *job,
const GskRenderNode *node)
{
gsk_ngl_render_job_begin_draw (job, job->driver->color);
gsk_ngl_program_set_uniform_color (job->driver->color,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color));
gsk_ngl_program_set_uniform_color (job->current_program,
UNIFORM_COLOR_COLOR, 0,
gsk_color_node_get_color (node));
gsk_ngl_render_job_draw_rect (job, &node->bounds);
@ -1392,18 +1404,18 @@ gsk_ngl_render_job_visit_linear_gradient_node (GskNglRenderJob *job,
g_assert (n_color_stops < MAX_GRADIENT_STOPS);
gsk_ngl_render_job_begin_draw (job, job->driver->linear_gradient);
gsk_ngl_program_set_uniform1i (job->driver->linear_gradient,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, linear_gradient));
gsk_ngl_program_set_uniform1i (job->current_program,
UNIFORM_LINEAR_GRADIENT_NUM_COLOR_STOPS, 0,
n_color_stops);
gsk_ngl_program_set_uniform1fv (job->driver->linear_gradient,
gsk_ngl_program_set_uniform1fv (job->current_program,
UNIFORM_LINEAR_GRADIENT_COLOR_STOPS, 0,
n_color_stops * 5,
(const float *)stops);
gsk_ngl_program_set_uniform4f (job->driver->linear_gradient,
gsk_ngl_program_set_uniform4f (job->current_program,
UNIFORM_LINEAR_GRADIENT_POINTS, 0,
x1, y1, x2 - x1, y2 - y1);
gsk_ngl_program_set_uniform1i (job->driver->linear_gradient,
gsk_ngl_program_set_uniform1i (job->current_program,
UNIFORM_LINEAR_GRADIENT_REPEAT, 0,
repeat);
gsk_ngl_render_job_draw_rect (job, &node->bounds);
@ -1424,15 +1436,15 @@ gsk_ngl_render_job_visit_conic_gradient_node (GskNglRenderJob *job,
g_assert (n_color_stops < MAX_GRADIENT_STOPS);
gsk_ngl_render_job_begin_draw (job, job->driver->conic_gradient);
gsk_ngl_program_set_uniform1i (job->driver->conic_gradient,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, conic_gradient));
gsk_ngl_program_set_uniform1i (job->current_program,
UNIFORM_CONIC_GRADIENT_NUM_COLOR_STOPS, 0,
n_color_stops);
gsk_ngl_program_set_uniform1fv (job->driver->conic_gradient,
gsk_ngl_program_set_uniform1fv (job->current_program,
UNIFORM_CONIC_GRADIENT_COLOR_STOPS, 0,
n_color_stops * 5,
(const float *)stops);
gsk_ngl_program_set_uniform4f (job->driver->conic_gradient,
gsk_ngl_program_set_uniform4f (job->current_program,
UNIFORM_CONIC_GRADIENT_GEOMETRY, 0,
job->offset_x + center->x,
job->offset_y + center->y,
@ -1459,21 +1471,21 @@ gsk_ngl_render_job_visit_radial_gradient_node (GskNglRenderJob *job,
g_assert (n_color_stops < MAX_GRADIENT_STOPS);
gsk_ngl_render_job_begin_draw (job, job->driver->radial_gradient);
gsk_ngl_program_set_uniform1i (job->driver->radial_gradient,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, radial_gradient));
gsk_ngl_program_set_uniform1i (job->current_program,
UNIFORM_RADIAL_GRADIENT_NUM_COLOR_STOPS, 0,
n_color_stops);
gsk_ngl_program_set_uniform1fv (job->driver->radial_gradient,
gsk_ngl_program_set_uniform1fv (job->current_program,
UNIFORM_RADIAL_GRADIENT_COLOR_STOPS, 0,
n_color_stops * 5,
(const float *)stops);
gsk_ngl_program_set_uniform1i (job->driver->radial_gradient,
gsk_ngl_program_set_uniform1i (job->current_program,
UNIFORM_RADIAL_GRADIENT_REPEAT, 0,
repeat);
gsk_ngl_program_set_uniform2f (job->driver->radial_gradient,
gsk_ngl_program_set_uniform2f (job->current_program,
UNIFORM_RADIAL_GRADIENT_RANGE, 0,
scale, bias);
gsk_ngl_program_set_uniform4f (job->driver->radial_gradient,
gsk_ngl_program_set_uniform4f (job->current_program,
UNIFORM_RADIAL_GRADIENT_GEOMETRY, 0,
job->offset_x + center->x,
job->offset_y + center->y,
@ -1531,8 +1543,8 @@ gsk_ngl_render_job_visit_clipped_child (GskNglRenderJob *job,
g_assert (offscreen.texture_id);
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
@ -1629,8 +1641,8 @@ gsk_ngl_render_job_visit_rounded_clip_node (GskNglRenderJob *job,
g_assert (offscreen.texture_id);
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
@ -1682,17 +1694,17 @@ gsk_ngl_render_job_visit_uniform_border_node (GskNglRenderJob *job,
gsk_ngl_render_job_transform_rounded_rect (job, rounded_outline, &outline);
gsk_ngl_render_job_begin_draw (job, job->driver->inset_shadow);
gsk_ngl_program_set_uniform_rounded_rect (job->driver->inset_shadow,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, inset_shadow));
gsk_ngl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_INSET_SHADOW_OUTLINE_RECT, 0,
&outline);
gsk_ngl_program_set_uniform_color (job->driver->inset_shadow,
gsk_ngl_program_set_uniform_color (job->current_program,
UNIFORM_INSET_SHADOW_COLOR, 0,
&colors[0]);
gsk_ngl_program_set_uniform1f (job->driver->inset_shadow,
gsk_ngl_program_set_uniform1f (job->current_program,
UNIFORM_INSET_SHADOW_SPREAD, 0,
widths[0]);
gsk_ngl_program_set_uniform2f (job->driver->inset_shadow,
gsk_ngl_program_set_uniform2f (job->current_program,
UNIFORM_INSET_SHADOW_OFFSET, 0,
0, 0);
gsk_ngl_render_job_draw_rect (job, &node->bounds);
@ -1805,6 +1817,7 @@ gsk_ngl_render_job_visit_border_node (GskNglRenderJob *job,
};
int indices[4] = { 0, 1, 2, 3 };
GskRoundedRect outline;
GskNglProgram *program;
/* We sort them by color */
sort_border_sides (colors, indices);
@ -1812,11 +1825,13 @@ gsk_ngl_render_job_visit_border_node (GskNglRenderJob *job,
/* Prepare outline */
gsk_ngl_render_job_transform_rounded_rect (job, rounded_outline, &outline);
gsk_ngl_program_set_uniform4fv (job->driver->border,
program = CHOOSE_PROGRAM (job, border);
gsk_ngl_program_set_uniform4fv (program,
UNIFORM_BORDER_WIDTHS, 0,
1,
widths);
gsk_ngl_program_set_uniform_rounded_rect (job->driver->border,
gsk_ngl_program_set_uniform_rounded_rect (program,
UNIFORM_BORDER_OUTLINE_RECT, 0,
&outline);
@ -1827,8 +1842,8 @@ gsk_ngl_render_job_visit_border_node (GskNglRenderJob *job,
if (widths[indices[i]] <= 0)
continue;
gsk_ngl_render_job_begin_draw (job, job->driver->border);
gsk_ngl_program_set_uniform4fv (job->driver->border,
gsk_ngl_render_job_begin_draw (job, program);
gsk_ngl_program_set_uniform4fv (job->current_program,
UNIFORM_BORDER_COLOR, 0,
1,
(const float *)&colors[indices[i]]);
@ -1933,8 +1948,8 @@ gsk_ngl_render_job_visit_transform_node (GskNglRenderJob *job,
*/
gsk_ngl_render_job_push_modelview (job, transform);
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
@ -1961,17 +1976,17 @@ gsk_ngl_render_job_visit_unblurred_inset_shadow_node (GskNglRenderJob *job,
gsk_ngl_render_job_transform_rounded_rect (job, outline, &transformed_outline);
gsk_ngl_render_job_begin_draw (job, job->driver->inset_shadow);
gsk_ngl_program_set_uniform_rounded_rect (job->driver->inset_shadow,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, inset_shadow));
gsk_ngl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_INSET_SHADOW_OUTLINE_RECT, 0,
&transformed_outline);
gsk_ngl_program_set_uniform_color (job->driver->inset_shadow,
gsk_ngl_program_set_uniform_color (job->current_program,
UNIFORM_INSET_SHADOW_COLOR, 0,
gsk_inset_shadow_node_get_color (node));
gsk_ngl_program_set_uniform1f (job->driver->inset_shadow,
gsk_ngl_program_set_uniform1f (job->current_program,
UNIFORM_INSET_SHADOW_SPREAD, 0,
gsk_inset_shadow_node_get_spread (node));
gsk_ngl_program_set_uniform2f (job->driver->inset_shadow,
gsk_ngl_program_set_uniform2f (job->current_program,
UNIFORM_INSET_SHADOW_OFFSET, 0,
gsk_inset_shadow_node_get_dx (node),
gsk_inset_shadow_node_get_dy (node));
@ -2064,17 +2079,17 @@ gsk_ngl_render_job_visit_blurred_inset_shadow_node (GskNglRenderJob *job,
gsk_ngl_render_job_transform_rounded_rect (job, &outline_to_blur, &transformed_outline);
/* Actual inset shadow outline drawing */
gsk_ngl_render_job_begin_draw (job, job->driver->inset_shadow);
gsk_ngl_program_set_uniform_rounded_rect (job->driver->inset_shadow,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, inset_shadow));
gsk_ngl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_INSET_SHADOW_OUTLINE_RECT, 0,
&transformed_outline);
gsk_ngl_program_set_uniform_color (job->driver->inset_shadow,
gsk_ngl_program_set_uniform_color (job->current_program,
UNIFORM_INSET_SHADOW_COLOR, 0,
gsk_inset_shadow_node_get_color (node));
gsk_ngl_program_set_uniform1f (job->driver->inset_shadow,
gsk_ngl_program_set_uniform1f (job->current_program,
UNIFORM_INSET_SHADOW_SPREAD, 0,
spread * MAX (scale_x, scale_y));
gsk_ngl_program_set_uniform2f (job->driver->inset_shadow,
gsk_ngl_program_set_uniform2f (job->current_program,
UNIFORM_INSET_SHADOW_OFFSET, 0,
offset_x * scale_x,
offset_y * scale_y);
@ -2134,8 +2149,8 @@ gsk_ngl_render_job_visit_blurred_inset_shadow_node (GskNglRenderJob *job,
offscreen.area.x2 = tx2;
offscreen.area.y2 = ty2;
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
@ -2173,17 +2188,17 @@ gsk_ngl_render_job_visit_unblurred_outset_shadow_node (GskNglRenderJob *job,
gsk_ngl_render_job_transform_rounded_rect (job, outline, &transformed_outline);
gsk_ngl_render_job_begin_draw (job, job->driver->unblurred_outset_shadow);
gsk_ngl_program_set_uniform_rounded_rect (job->driver->unblurred_outset_shadow,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, unblurred_outset_shadow));
gsk_ngl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_UNBLURRED_OUTSET_SHADOW_OUTLINE_RECT, 0,
&transformed_outline);
gsk_ngl_program_set_uniform_color (job->driver->unblurred_outset_shadow,
gsk_ngl_program_set_uniform_color (job->current_program,
UNIFORM_UNBLURRED_OUTSET_SHADOW_COLOR, 0,
gsk_outset_shadow_node_get_color (node));
gsk_ngl_program_set_uniform1f (job->driver->unblurred_outset_shadow,
gsk_ngl_program_set_uniform1f (job->current_program,
UNIFORM_UNBLURRED_OUTSET_SHADOW_SPREAD, 0,
spread);
gsk_ngl_program_set_uniform2f (job->driver->unblurred_outset_shadow,
gsk_ngl_program_set_uniform2f (job->current_program,
UNIFORM_UNBLURRED_OUTSET_SHADOW_OFFSET, 0,
dx, dy);
@ -2329,8 +2344,8 @@ gsk_ngl_render_job_visit_blurred_outset_shadow_node (GskNglRenderJob *job,
gsk_ngl_command_queue_clear (job->command_queue, 0, &job->viewport);
/* Draw the outline using color program */
gsk_ngl_render_job_begin_draw (job, job->driver->color);
gsk_ngl_program_set_uniform_color (job->driver->color,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color));
gsk_ngl_program_set_uniform_color (job->current_program,
UNIFORM_COLOR_COLOR, 0,
&white);
gsk_ngl_render_job_draw (job, 0, 0, texture_width, texture_height);
@ -2375,16 +2390,16 @@ gsk_ngl_render_job_visit_blurred_outset_shadow_node (GskNglRenderJob *job,
offscreen.texture_id = blurred_texture_id;
init_full_texture_region (&offscreen);
gsk_ngl_render_job_begin_draw (job, job->driver->outset_shadow);
gsk_ngl_program_set_uniform_color (job->driver->outset_shadow,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, outset_shadow));
gsk_ngl_program_set_uniform_color (job->current_program,
UNIFORM_OUTSET_SHADOW_COLOR, 0,
color);
gsk_ngl_program_set_uniform_texture (job->driver->outset_shadow,
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
blurred_texture_id);
gsk_ngl_program_set_uniform_rounded_rect (job->driver->outset_shadow,
gsk_ngl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_OUTSET_SHADOW_OUTLINE_RECT, 0,
&transformed_outline);
gsk_ngl_render_job_load_vertices_from_offscreen (job,
@ -2398,16 +2413,16 @@ gsk_ngl_render_job_visit_blurred_outset_shadow_node (GskNglRenderJob *job,
return;
}
gsk_ngl_render_job_begin_draw (job, job->driver->outset_shadow);
gsk_ngl_program_set_uniform_color (job->driver->outset_shadow,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, outset_shadow));
gsk_ngl_program_set_uniform_color (job->current_program,
UNIFORM_OUTSET_SHADOW_COLOR, 0,
color);
gsk_ngl_program_set_uniform_texture (job->driver->outset_shadow,
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
blurred_texture_id);
gsk_ngl_program_set_uniform_rounded_rect (job->driver->outset_shadow,
gsk_ngl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_OUTSET_SHADOW_OUTLINE_RECT, 0,
&transformed_outline);
@ -2605,18 +2620,18 @@ gsk_ngl_render_job_visit_cross_fade_node (GskNglRenderJob *job,
g_assert (offscreen_end.texture_id);
gsk_ngl_render_job_begin_draw (job, job->driver->cross_fade);
gsk_ngl_program_set_uniform_texture (job->driver->cross_fade,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, cross_fade));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen_start.texture_id);
gsk_ngl_program_set_uniform_texture (job->driver->cross_fade,
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_CROSS_FADE_SOURCE2, 0,
GL_TEXTURE_2D,
GL_TEXTURE1,
offscreen_end.texture_id);
gsk_ngl_program_set_uniform1f (job->driver->cross_fade,
gsk_ngl_program_set_uniform1f (job->current_program,
UNIFORM_CROSS_FADE_PROGRESS, 0,
progress);
gsk_ngl_render_job_load_vertices_from_offscreen (job, &node->bounds, &offscreen_end);
@ -2651,8 +2666,8 @@ gsk_ngl_render_job_visit_opacity_node (GskNglRenderJob *job,
g_assert (offscreen.texture_id);
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
@ -2684,9 +2699,9 @@ gsk_ngl_render_job_visit_text_node (GskNglRenderJob *job,
float y = offset->y + job->offset_y;
GskNglGlyphLibrary *library = job->driver->glyphs;
GskNglCommandBatch *batch;
GskNglProgram *program;
int x_position = 0;
GskNglGlyphKey lookup;
GskNglProgram *program;
guint last_texture = 0;
GskNglDrawVertex *vertices;
guint used = 0;
@ -2697,11 +2712,11 @@ gsk_ngl_render_job_visit_text_node (GskNglRenderJob *job,
/* If the font has color glyphs, we don't need to recolor anything */
if (!force_color && gsk_text_node_has_color_glyphs (node))
{
program = job->driver->blit;
program = CHOOSE_PROGRAM (job, blit);
}
else
{
program = job->driver->coloring;
program = CHOOSE_PROGRAM (job, coloring);
gsk_ngl_program_set_uniform_color (program, UNIFORM_COLORING_COLOR, 0, color);
}
@ -2709,6 +2724,7 @@ gsk_ngl_render_job_visit_text_node (GskNglRenderJob *job,
lookup.scale = (guint) (text_scale * 1024);
gsk_ngl_render_job_begin_draw (job, program);
batch = gsk_ngl_command_queue_get_batch (job->command_queue);
vertices = gsk_ngl_command_queue_add_n_vertices (job->command_queue, num_glyphs);
@ -2893,13 +2909,13 @@ gsk_ngl_render_job_visit_shadow_node (GskNglRenderJob *job,
}
gsk_ngl_render_job_offset (job, dx, dy);
gsk_ngl_render_job_begin_draw (job, job->driver->coloring);
gsk_ngl_program_set_uniform_texture (job->driver->coloring,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, coloring));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
gsk_ngl_program_set_uniform_color (job->driver->coloring,
gsk_ngl_program_set_uniform_color (job->current_program,
UNIFORM_COLORING_COLOR, 0,
&shadow->color);
gsk_ngl_render_job_load_vertices_from_offscreen (job, &bounds, &offscreen);
@ -2947,8 +2963,8 @@ gsk_ngl_render_job_visit_blur_node (GskNglRenderJob *job,
if (cache_texture)
gsk_ngl_driver_cache_texture (job->driver, &key, offscreen.texture_id);
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
@ -2986,8 +3002,8 @@ gsk_ngl_render_job_visit_blend_node (GskNglRenderJob *job,
if (!gsk_ngl_render_job_visit_node_with_offscreen (job, top_child, &top_offscreen))
{
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
@ -2999,18 +3015,18 @@ gsk_ngl_render_job_visit_blend_node (GskNglRenderJob *job,
g_assert (top_offscreen.was_offscreen);
gsk_ngl_render_job_begin_draw (job, job->driver->blend);
gsk_ngl_program_set_uniform_texture (job->driver->blend,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blend));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
bottom_offscreen.texture_id);
gsk_ngl_program_set_uniform_texture (job->driver->blend,
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_BLEND_SOURCE2, 0,
GL_TEXTURE_2D,
GL_TEXTURE1,
top_offscreen.texture_id);
gsk_ngl_program_set_uniform1i (job->driver->blend,
gsk_ngl_program_set_uniform1i (job->current_program,
UNIFORM_BLEND_MODE, 0,
gsk_blend_node_get_blend_mode (node));
gsk_ngl_render_job_draw_offscreen_rect (job, &node->bounds);
@ -3035,16 +3051,16 @@ gsk_ngl_render_job_visit_color_matrix_node (GskNglRenderJob *job,
graphene_vec4_to_float (gsk_color_matrix_node_get_color_offset (node), offset);
gsk_ngl_render_job_begin_draw (job, job->driver->color_matrix);
gsk_ngl_program_set_uniform_texture (job->driver->color_matrix,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color_matrix));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
gsk_ngl_program_set_uniform_matrix (job->driver->color_matrix,
gsk_ngl_program_set_uniform_matrix (job->current_program,
UNIFORM_COLOR_MATRIX_COLOR_MATRIX, 0,
gsk_color_matrix_node_get_color_matrix (node));
gsk_ngl_program_set_uniform4fv (job->driver->color_matrix,
gsk_ngl_program_set_uniform4fv (job->current_program,
UNIFORM_COLOR_MATRIX_COLOR_OFFSET, 0,
1,
offset);
@ -3058,8 +3074,8 @@ gsk_ngl_render_job_visit_gl_shader_node_fallback (GskNglRenderJob *job,
{
static const GdkRGBA pink = { 255 / 255., 105 / 255., 180 / 255., 1.0 };
gsk_ngl_render_job_begin_draw (job, job->driver->color);
gsk_ngl_program_set_uniform_color (job->driver->color,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color));
gsk_ngl_program_set_uniform_color (job->current_program,
UNIFORM_COLOR_COLOR, 0,
&pink);
gsk_ngl_render_job_draw_rect (job, &node->bounds);
@ -3224,8 +3240,8 @@ gsk_ngl_render_job_visit_texture_node (GskNglRenderJob *job,
g_assert (offscreen.texture_id);
g_assert (offscreen.was_offscreen == FALSE);
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
@ -3249,7 +3265,7 @@ gsk_ngl_render_job_visit_texture_node (GskNglRenderJob *job,
g_assert (slices != NULL);
g_assert (n_slices > 0);
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
for (guint i = 0; i < n_slices; i ++)
{
@ -3264,7 +3280,7 @@ gsk_ngl_render_job_visit_texture_node (GskNglRenderJob *job,
if (i > 0)
gsk_ngl_render_job_split_draw (job);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
@ -3339,19 +3355,19 @@ gsk_ngl_render_job_visit_repeat_node (GskNglRenderJob *job,
if (!gsk_ngl_render_job_visit_node_with_offscreen (job, child, &offscreen))
g_assert_not_reached ();
gsk_ngl_render_job_begin_draw (job, job->driver->repeat);
gsk_ngl_program_set_uniform_texture (job->driver->repeat,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, repeat));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
gsk_ngl_program_set_uniform4f (job->driver->repeat,
gsk_ngl_program_set_uniform4f (job->current_program,
UNIFORM_REPEAT_CHILD_BOUNDS, 0,
(node->bounds.origin.x - child_bounds->origin.x) / child_bounds->size.width,
(node->bounds.origin.y - child_bounds->origin.y) / child_bounds->size.height,
node->bounds.size.width / child_bounds->size.width,
node->bounds.size.height / child_bounds->size.height);
gsk_ngl_program_set_uniform4f (job->driver->repeat,
gsk_ngl_program_set_uniform4f (job->current_program,
UNIFORM_REPEAT_TEXTURE_RECT, 0,
offscreen.area.x,
offscreen.was_offscreen ? offscreen.area.y2 : offscreen.area.y,
@ -3732,8 +3748,8 @@ gsk_ngl_render_job_render_flipped (GskNglRenderJob *job,
gsk_ngl_render_job_set_alpha (job, 1.0f);
gsk_ngl_command_queue_bind_framebuffer (job->command_queue, job->framebuffer);
gsk_ngl_command_queue_clear (job->command_queue, 0, &job->viewport);
gsk_ngl_render_job_begin_draw (job, job->driver->blit);
gsk_ngl_program_set_uniform_texture (job->driver->blit,
gsk_ngl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_ngl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,