gsk/gl: add fast path for texture masking color

This is useful for colorizing in the same fashion we do for the glyph
texture atlas. In fact, for small GdkTexture, you will end up in something
like the icon texture atlas.

The primary motivator for this optimization is to draw various glyph-like
features from VTE such as many forms of boxes, lines, arrows, etc.
This commit is contained in:
Christian Hergert 2023-10-05 20:30:00 -07:00
parent 822425072b
commit c1417d3d4a

View File

@ -208,6 +208,10 @@ static void gsk_gl_render_job_visit_node (GskGLRenderJob
static gboolean gsk_gl_render_job_visit_node_with_offscreen (GskGLRenderJob *job,
const GskRenderNode *node,
GskGLRenderOffscreen *offscreen);
static void gsk_gl_render_job_upload_texture (GskGLRenderJob *job,
GdkTexture *texture,
gboolean ensure_mipmap,
GskGLRenderOffscreen *offscreen);
static inline GskGLRenderClip *
clips_grow_one (Clips *clips)
@ -3328,6 +3332,53 @@ gsk_gl_render_job_visit_blend_node (GskGLRenderJob *job,
}
}
static gboolean
gsk_gl_render_job_texture_mask_for_color (GskGLRenderJob *job,
const GskRenderNode *mask,
const GskRenderNode *color,
const graphene_rect_t *bounds)
{
int max_texture_size = job->command_queue->max_texture_size;
GdkTexture *texture = gsk_texture_node_get_texture (mask);
const GdkRGBA *rgba;
rgba = gsk_color_node_get_color (color);
if (RGBA_IS_CLEAR (rgba))
return TRUE;
if G_LIKELY (texture->width <= max_texture_size &&
texture->height <= max_texture_size &&
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, coloring)))
{
GskGLRenderOffscreen offscreen = {0};
float scale_x = mask->bounds.size.width / texture->width;
float scale_y = mask->bounds.size.height / texture->height;
gboolean use_mipmap;
guint16 cc[4];
use_mipmap = (scale_x * fabs (job->scale_x)) < 0.5 ||
(scale_y * fabs (job->scale_y)) < 0.5;
rgba_to_half (rgba, cc);
gsk_gl_render_job_upload_texture (job, texture, use_mipmap, &offscreen);
gsk_gl_program_set_uniform_texture_with_sync (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id,
offscreen.has_mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR,
GL_LINEAR,
offscreen.sync);
job->source_is_glyph_atlas = FALSE;
gsk_gl_render_job_draw_offscreen_with_color (job, bounds, &offscreen, cc);
gsk_gl_render_job_end_draw (job);
return TRUE;
}
return FALSE;
}
static inline void
gsk_gl_render_job_visit_mask_node (GskGLRenderJob *job,
const GskRenderNode *node)
@ -3337,6 +3388,17 @@ gsk_gl_render_job_visit_mask_node (GskGLRenderJob *job,
GskGLRenderOffscreen source_offscreen = {0};
GskGLRenderOffscreen mask_offscreen = {0};
/* If the mask is a texture and the source is a color node
* then we can take a shortcut and avoid offscreens.
*/
if (GSK_RENDER_NODE_TYPE (mask) == GSK_TEXTURE_NODE &&
GSK_RENDER_NODE_TYPE (source) == GSK_COLOR_NODE &&
gsk_mask_node_get_mask_mode (node) == GSK_MASK_MODE_ALPHA)
{
if (gsk_gl_render_job_texture_mask_for_color (job, mask, source, &node->bounds))
return;
}
source_offscreen.bounds = &node->bounds;
source_offscreen.force_offscreen = TRUE;
source_offscreen.reset_clip = TRUE;