Commit Graph

89 Commits

Author SHA1 Message Date
Benjamin Otte
b9651606d3 gpu: Add a cross-fade shader 2024-01-07 07:22:53 +01:00
Benjamin Otte
2a5f6fdde5 gpu: Handle a clipping cornercase properly
If we enter the situation where we need to redirect the clipping to an
offscreen, make sure that:

* the ubershader gets only used when beneficial

* we size the offscreen properly and don't let it grow infinitely.

Fixes the clip-intersection-fail-opacity test
2024-01-07 07:22:53 +01:00
Benjamin Otte
6dbbd65ef8 gpu: Handle opacity in the Cairo path
Fixes random calls to add_fallback_node() from code that wants to handle
opacity.

Also makes Cairo nodes work with opacity, of course.
2024-01-07 07:22:53 +01:00
Benjamin Otte
9947760d87 gpu: Handle alpha in image_op() wrapper
There are various places where the alpha is implicitly assumed to be
handled, so just handle it.

As a bonus, this simplifies a bunch of code and makes the texture node
rendering work with alpha.
2024-01-07 07:22:53 +01:00
Benjamin Otte
b65f6eef59 gpu: Replace a fallback with offscreens
Use an offscreen and mask it if the clips get too complicated.

Technically, the code could be improved to set the rounded clip on the
offscreen instead of rendering it as a mask, but that would require more
sophisticated tracking of clip regions by respecting the scissor, and
the current clip handling can't do that yet.

This removes one of the last places where the GPU renderer was still
using Cairo fallbacks.
2024-01-07 07:22:53 +01:00
Benjamin Otte
f6ff0ee18c gpu: Add gsk_gpu_node_processor_add_images()
This is for generating descriptors for more than 1 image. The arguments
for this function are very awkward, but I couldn't come up with better
ones and the function isn't that important.

And the calling places still look a lot nicer now.
2024-01-07 07:22:53 +01:00
Benjamin Otte
b388c066dc gpu: Add gsk_gpu_node_processor_init_draw/finish_draw()
These initialize/finish an offscreen and start drawing to it.

It simplifies the process of using offscreens quite a bit that way.
2024-01-07 07:22:53 +01:00
Benjamin Otte
9fe011b98f gpu: Add stroke support
Same as for fill nodes, we render the stroke to a mask and then run a
mask shader.

The color node child optimization is included already.
2024-01-07 07:22:53 +01:00
Benjamin Otte
89ab3a8146 gpu: Optimize solid color fills 2024-01-07 07:22:53 +01:00
Benjamin Otte
5dcaca9b3c gpu: Add fill node support
For now this uses Cairo to generate a mask and then runs a mask op.

This is different from just using fallback in that the child is rendered
with the GPU and not via fallback.
2024-01-07 07:22:53 +01:00
Benjamin Otte
69c8278558 gpu: Add a radial gradient shader
This is mainly copy/paste, so now this almost identical gradient code
exists 3 times.
That's kinda suboptimal.
2024-01-07 07:22:53 +01:00
Benjamin Otte
0e9b967bf9 gpu: Add a conic gradient shader 2024-01-07 07:22:53 +01:00
Benjamin Otte
0c32a94d8e gpu: Split linear gradient shader into 2 parts
A generic part that can be shared by all gradient shaders that does the
color stop handling and a gradient-specific part that needs to be
implemented individually by each gradient implementation.
2024-01-07 07:22:53 +01:00
Benjamin Otte
6d20f4bc60 gpu: Change the cairo upload op prototype
Make it take a draw function instead of a node.

This way, we can draw more fancy stuff with Cairo.
2024-01-07 07:22:53 +01:00
Benjamin Otte
8361949ba1 gpu: Handle >7 color stops
If there are more than 7 color stops, we can split the gradient into
multiple gradients with color stops like so:
  0, 1, 2, 3, 4, 5, transparent
  transparent, 6, 7, 8, 9, 10, transparent
  ...
  transparent, n-2, n-1, n
and use the new BLEND_ADD to draw them on top of each other.

Adapt the testcae that tests this to use colors that work with the fancy
algorithm we use now, so that BLEND_ADD and transitions to transparent
do not cause issues.
2024-01-07 07:22:52 +01:00
Benjamin Otte
5cf3c70db0 gpu: Make blend modes configurable
For now, we only have OVER and ADD blend modes. This commit doesn't use
ADD, it just sets up all the machinery and refactors things.
2024-01-07 07:22:52 +01:00
Benjamin Otte
a031011e5e gpu: Add a linear-gradient shader
The shader can only deal with up to 7 color stops - but that's good
enough for the real world.

Plus, we have the uber shader.

And if that fails, we can still fall back to Cairo.

The code also doesn't handle repeating linear gradients yet.
2024-01-07 07:22:52 +01:00
Benjamin Otte
bd901896ee gpu: Add a mask shader
This shader can take over from the ubershader. And it can be used
instead of launching the ubershader when no offscreens are necessary.

Also includes an optimization that uses the colorize shader when
appropriate.
2024-01-07 07:22:52 +01:00
Benjamin Otte
cb5c994cd9 rgba: Add a few macros
... and use them.

Those macros hopefully make code more readable.
2024-01-07 07:22:52 +01:00
Benjamin Otte
39a0e27513 gpu: Use ubershader for repeat nodes when possible 2024-01-07 07:22:52 +01:00
Benjamin Otte
832ddb31b7 gpu: Add a repeat node renderer
The ubershader has some corner cases where it can't be used, in
particular when the child is massively larger than the repeat node and
the repeat node is used to clip lots of the source.
2024-01-07 07:22:52 +01:00
Benjamin Otte
c7a69882d3 gpu: Reorganize format handling
Add GSK_GPU_IMAGE_RENDERABLE and GSK_GPU_IMAGE_FILTERABLE and make sure
to check formats for this feature.

This requires reorganizing code to actually do this work instead of just
pretending formats are supported.

This fixes GLES upload tests with NGL.
2024-01-07 07:22:52 +01:00
Benjamin Otte
d8a0cd24d7 gpu: Add support for blend modes 2024-01-07 07:22:52 +01:00
Benjamin Otte
1b38cbd410 gpu: Handle storage buffers via descriptors
This makes the (currently single) storage buffer handled by
GskGpuDescriptors.
A side effect is that we now have support for multiple buffers in place.
We just have to use it.

Mixed into this commit is a complete rework of the pattern writer.
Instead of writing straight into the buffer (complete with repeatedly
backtracking when we have to do offscreens), write into a temporary
buffer and copy into the storage buffer on committing.
2024-01-07 07:22:52 +01:00
Benjamin Otte
90a278ce46 gpu: Rename some descriptors APIs
We want tosupport buffers here, too, so make the names unambiguous.
2024-01-07 07:22:52 +01:00
Benjamin Otte
2a5fe8cd0c gpu: Only run uber shaders if beneficial
If we have the choice between running the ubershader or a normal shader
with offscreens, make the choice depend on if the ubershader would
offscreen anyway.
If so, just run the normal shader.

This really gets rid of all ubershader invocations in Adwaita
widget-factory.
2024-01-07 07:22:52 +01:00
Benjamin Otte
42d89a0ff1 gpu: Add a color matrix shader
This allows avoiding the uber shader in 2 important cases:

1. opacity - and Adwaita uses that a lot
2. color-matrix - it's used for symbolic icons
2024-01-07 07:22:52 +01:00
Benjamin Otte
9f65cdf3aa gpu: Add support for subsurfaces 2024-01-07 07:22:52 +01:00
Benjamin Otte
723c2493b2 gpu: Handle opacity in a bunch of nodes 2024-01-07 07:22:52 +01:00
Benjamin Otte
245e51099f gpu: Add optimization for opacity nodes
Track the global opacity and allow nodes to handle it themselves.

If the nodes don't, fall back to what we did previously: Use the
ubershader.
2024-01-07 07:22:52 +01:00
Benjamin Otte
a06cd6a821 gpu: Make the uber shader handle affine transforms
Fixes the last (non-blur) Nautilus offscreens in Nautilus.
2024-01-07 07:22:52 +01:00
Benjamin Otte
1c509be875 gpu: Replace clip node fallback with uber or offscreen
We don't need to use a fallback here anymore, we have enough code by now
to do this smarter.
2024-01-07 07:22:52 +01:00
Benjamin Otte
9894417a09 gpu: Split out a function
We want to use it elsewhere.
2024-01-07 07:22:52 +01:00
Benjamin Otte
51f218c877 gpu: Replace fallback with offscreen
We don't need to fallback with transform nodes when the clip is
too complex. We can redirect to an offscreen instead, which doesn't have
a clip.
2024-01-07 07:22:52 +01:00
Benjamin Otte
a8bb0a0ee1 gpu: Split out a function
I want to use it in more places.
2024-01-07 07:22:52 +01:00
Benjamin Otte
c29237c75d gpu: Add support for texture-scale nodes
This adds GSK_GPU_IMAGE_CAN_MIPMAP and GSK_GPU_IMAGE_MIPMAP flags and
support to ensure_image() and image creation functions for creating a
mipmapped image.

Mipmaps are created using the new mipmap op that uses
glGenerateMipmap() on GL and equivalent blit ops on Vulkan.

This is then used to ensure the image is mipmapped when rendering it
with a texture-scale node.
2024-01-07 07:22:51 +01:00
Benjamin Otte
99aa5f398b gpu: Add blitting support
Add GSK_GPU_IMAGE_NO_BLIT flag for textures that can't be blitted from.

Use a blit op to do image copies otherwise.
2024-01-07 07:22:51 +01:00
Benjamin Otte
b4a1ed2a70 gpu: Add straight alpha support
Add a GSK_GPU_IMAGE_STRAIGHT_ALPHA and use it for images that have
straight alpha.
Make sure those images get passed through a premultiplying pass with
the new straight alpha shader.

Also remove the old Postprocess flags from the Vulkan image that were a
leftover from copying that code from the old Vulkan renderer.
2024-01-07 07:22:51 +01:00
Benjamin Otte
38f64c2357 gpu: Move caching to the upload_texture() function
So when uploading a texture, we will automatically put it into the cache
now.
2024-01-07 07:22:51 +01:00
Benjamin Otte
daadaf8448 gpu: Factor out uploading textures into a vfunc
This way GL and Vulkan can run custom code to import GL textures and
dmabufs.

This function also decides if and how to cache the textures it creates.
2024-01-07 07:22:51 +01:00
Benjamin Otte
e86fa6a072 gpu: Apply clip to ubershader bounds
Fixes excessive bounds when using the ubershader for huge nodes
contained inside clip nodes.
2024-01-07 07:22:51 +01:00
Benjamin Otte
94539e6f08 gpu: Allow texture uploads to fail
The main reason here is that we want to not fail when the texture size
is larger than the supported GpuImage size.

When that happens, for now we just fallback slowly - ulitmately to
drawing with Cairo, which is going to be clipped.
2024-01-07 07:22:51 +01:00
Benjamin Otte
d8db673fb7 gpu: Add a box shadow shader
Code was inspired mainly by
  https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
and
  https://pcwalton.github.io/_posts/2015-12-21-drawing-css-box-shadows-in-webrender.html

So far the results aren't cached, that's the task of future commits.
2024-01-07 07:22:51 +01:00
Benjamin Otte
268ad54c6a gpu: Add a rounded color shader
There's multiple uses I want it for:

1. Generating the box-shadow area for blurring
2. Generating masks for rounded-rect masking
3. Optimizing the common use case of rounded-clip + color

Only the last one is implemented in this commit.
2024-01-07 07:22:50 +01:00
Benjamin Otte
64a67ac3a8 gpu: Turn globals into macros
This way, we can be more flexible in refactoring how we handle globals
(guess what we're gonna do next).
2024-01-07 07:22:50 +01:00
Benjamin Otte
53821da4d6 gpu: Refactor image handling
Introduce a new GskGpuImageDescriptors object that tracks descriptors
for a set of images that can be managed by the GPU.
Then have each GskGpuShaderOp just reference the descriptors object they are
using, so that the coe can set things up properly.

To reference an image, the ops now just reference their descriptor -
which is the uint32 we've been sending to the shaders since forever.
2024-01-07 07:22:50 +01:00
Benjamin Otte
f518d780ed gpu: Add atlas support
... and use it for glyphs.
2024-01-07 07:22:50 +01:00
Benjamin Otte
8271687ef6 gpu: Make border shader usable for inset/outset
... and use it for those when unblurred.
2024-01-07 07:22:50 +01:00
Benjamin Otte
e7a59d92ac gpu: Add GSK_GPU_SKIP env var
The env var allows skipping various optimizations in the GPU shader.

This is useful for testing during development when trying to figure
out how to make a renderer as fast as possible.

We could also use it to enable/disable optimizations depending on GL
version or so, but I didn't think about that too much yet.
2024-01-07 07:22:50 +01:00
Benjamin Otte
e3bac4063c gpu: Copy the clear trick from the Vulkan shader
When drawing opaque color regions that are large enough, use
vkCmdClearAttachments()/glClear() instead of a shader. This speeds up
background rendering on particular on older GPUs.

See the commit messages of
  bb2cd7225e
  ce042f7ba1
  0edd7547c1
for a further discussion of performance impacts.
2024-01-07 07:22:50 +01:00