Timm Bäder
ef7276c398
gl renderer: Trivial variable reordering
2020-01-07 17:27:17 +01:00
Timm Bäder
0a8ca49b5e
gl renderer: transform border outline like everything else
2020-01-07 17:27:17 +01:00
Timm Bäder
587bc82c37
gl renderer: Print debug node message
2020-01-07 17:27:17 +01:00
Timm Bäder
db91b6dc61
gl renderer: Load vertex data directly into vertices GArray
2020-01-07 17:27:16 +01:00
Timm Bäder
44ac2d5abb
gl renderer: Pass linear gradient stops to shaders directly
...
No need to copy them into the render ops like this.
2020-01-07 17:27:16 +01:00
Timm Bäder
f79c807645
gl renderer: Don't invert offset value twice
2020-01-07 17:27:16 +01:00
Timm Bäder
8dd7f5aefe
gl renderer: Mark beginning of frame if DEBUG_OPS is set
2020-01-07 17:27:16 +01:00
Timm Bäder
398f49ad31
gl renderer: Trivial declaration reorder
2020-01-07 17:27:16 +01:00
Timm Bäder
3d260a950e
gl renderer: Remove a few outdated comments
2020-01-07 17:27:16 +01:00
Timm Bäder
219493c818
gl renderer: Don't copy matrix/offset of color matrix nodes into ops
2020-01-07 17:27:15 +01:00
Timm Bäder
06f63764fb
gl renderer: Initialize alpha uniform to 1.0
...
This makes gl-legacy work and gl-gles work except for text and icons.
2020-01-07 17:27:15 +01:00
Timm Bäder
1243174e53
gl renderer: Make RoundedRect work in gles
...
Which can't return struct types containing arrays. So let's revert to
the previous version but still send the rect along as a vec4[3];
2020-01-07 17:27:15 +01:00
Timm Bäder
cc909b160f
gl renderer: Rewrite shader builder
...
Use a unified approach to write both vertex and fragment shader in the
same file.
2020-01-07 17:27:15 +01:00
Timm Bäder
5191b6fccd
gl renderer: Only send clip corners if we need to
...
We change the clip bounds a lot more ofthen than the clip corners and
they are already split up in the shader, so only send the corners if we
need to.
2020-01-07 17:27:15 +01:00
Timm Bäder
a29b8fbef4
gl renderer: Shorten debug output impl
...
This will leak a string but WHATEVER.
2020-01-07 17:27:15 +01:00
Timm Bäder
5b072e716c
gl renderer: Fix debug color output
2020-01-07 17:27:15 +01:00
Timm Bäder
49845795d9
gl renderer: Rewort passing rounded rects to shaders
2020-01-07 17:27:15 +01:00
Timm Bäder
ab04c74ec9
gl renderer: Don't copy border outline corner sizes around
...
We already offset + scale the outline and its corners, just pass those
directly to the shader.
2020-01-07 17:27:15 +01:00
Timm Bäder
4744bb9099
gl renderer: stop copying current color around
...
Just use a pointer now.
2020-01-07 17:27:15 +01:00
Timm Bäder
91522dda63
gl renderer: remove a memory leak
2020-01-07 17:27:15 +01:00
Timm Bäder
f85448ffbf
gl renderer: Split blurring a node into its own function
2020-01-07 17:27:15 +01:00
Timm Bäder
9d9a730659
gl renderer: Drop a dead if statement
...
We already handle this earlier.
2020-01-07 17:27:15 +01:00
Timm Bäder
d868b23c76
gl renderer: Implement blurred inset shadow nodes
...
And with this...
Fixes #1101
2019-12-03 08:40:35 +01:00
Timm Bäder
ca66e9788c
gl renderer: Save one level of indentation
2019-12-03 08:40:34 +01:00
Timm Bäder
fb5dc73841
gl renderer: Implement blurred shadow nodes
2019-12-03 08:40:34 +01:00
Timm Bäder
8d61d9f627
gl renderer: Take a TextureRegion in blur_texture
...
So we can refer to textures on a texture atlas.
2019-12-03 08:40:34 +01:00
Timm Bäder
22b6085c32
gl renderer: Scale blur radius
...
We scale the texture size, so as a consequence we have to scale the blur
radius.
2019-12-03 08:40:34 +01:00
Timm Bäder
2deb1a05a0
gl renderer: Add some often needed debug code
2019-12-03 08:40:34 +01:00
Timm Bäder
8ca46169b1
gl renderer: Blur shader improvements
...
Use a two-pass blur shader, fix a few other things and unify the
blurring of blur nodes and blurred outset shadow nodes.
Related to #1283
2019-12-03 08:40:34 +01:00
Timm Bäder
982890515d
gl renderer: Don't use g_assert() for code that should always run
...
g_assert can be compiled out.
2019-11-27 16:56:47 +01:00
Timm Bäder
1817025f46
gl renderer: Don't save repeat nodes to disk
...
This is just debuggin code someone forgot.
2019-11-27 16:47:14 +01:00
Timm Bäder
8f6de1f955
gl renderer: Load flipped-y offscreen vertex data directly
...
Instead of loading the unflipped version first and then flipping it.
Don't do it in add_render_ops either but only in the function actually
adding the render ops for the nodes, since those frequently have
early-out conditions that don't need the vertex data at all.
2019-11-26 09:09:25 +01:00
Timm Bäder
91f7ac2d58
gl renderer: Care more about 0×0 offscreen nodes
...
These never result in a rendering of course, but we must make sure not
to create a 0×0 texture for them, since that will cause problems later
on.
2019-11-26 09:09:25 +01:00
Timm Bäder
053360df85
gl renderer: Remove unused function
2019-11-19 11:06:08 +01:00
Timm Bäder
600ce68210
gl renderer: Add a short cut for repeat nodes that don't repeat
...
These happen and we don't even need to draw the child to a texture.
2019-11-19 10:45:02 +01:00
Timm Bäder
604f44da11
gl renderer: Fix repeat nodes that don't repeat
...
Fixes #2234
2019-11-19 10:31:21 +01:00
Matthias Clasen
d4c97ea2b4
gl: Use the fallback debug flag
...
This debug flag was unused; use it to enable
fallback highlighting at runtime.
2019-10-30 22:31:47 -04:00
Matthias Clasen
1038bc781a
Revert "Cache glyph textures in render nodes"
...
This reverts commit c5af463843
.
2019-10-22 07:16:41 -04:00
Matthias Clasen
d3431f569c
Revert "inspector: Fix node recording"
...
This reverts commit ba7649b388
.
2019-10-22 01:32:51 -04:00
Matthias Clasen
ba7649b388
inspector: Fix node recording
...
When attaching renderer-specific data, we need to
make sure that we key it off the renderer that is
in use, and cope with the absence of render data.
This fixes recording nodes in the inspector.
2019-10-18 09:33:45 -05:00
Matthias Clasen
fdbb925654
gl: Remove an unimplemented profiler counter
2019-10-17 07:59:34 -05:00
Matthias Clasen
222b6c2b58
glyph cache: Go back to memcmp
...
Be careful to avoid padding data, and only
compare the relevant parts, leaving out the
hash key.
2019-10-17 07:59:34 -05:00
Matthias Clasen
6c92b824f3
Merge branch 'wip/chergert/opbuffer' into 'master'
...
Add OpBuffer helper for building op buffer
See merge request GNOME/gtk!1131
2019-10-17 11:37:07 +00:00
Matthias Clasen
e34d1b8a26
gl: Slightly rework the icon cache api
...
Return a pointer to the IconData struct. This is
closer to the glyph cache api, and will allow us
to add similar shortcuts. For now, just store
texture coords in the form we need, avoiding
converting them over and over.
2019-10-15 19:44:26 -04:00
Matthias Clasen
c5af463843
Cache glyph textures in render nodes
...
This is a quick implementation that avoids many
glyph cache lookups. We keep an array of direct
pointers in the text render node, and throw those
cached pointers away whenever any atlases have
been dropped (since that may invalidate the cached
glyphs).
2019-10-15 19:44:26 -04:00
Matthias Clasen
49748c9c23
Some more vertex data reshuffling
...
In some cases, the vertex data is just a trivial
modification of the default data, so do that instead
of recalculating it.
2019-10-15 19:44:26 -04:00
Matthias Clasen
b53fa48794
Fix load_vertex_data
...
There was a copy-paste error that set all
uv coordinates to 0,0.
2019-10-15 19:44:26 -04:00
Christian Hergert
97f3371709
gl: avoid calculating vertex_data until necessary
...
In many cases of the switch, we do not need the vertex data. This moves
the creation of the vertex_data array into a secondary function and only
calculates it the cases for which it is required.
2019-10-15 19:44:26 -04:00
Matthias Clasen
58d57e1087
gl: Drop buffer_size
...
No need to maintain buffer_size separately.
It is always vertices->len * sizeof (GskQuadVertex).
2019-10-15 19:44:26 -04:00
Matthias Clasen
571068af12
Drop OP_CHANGE_VAO
...
Instead, we accumulate vertices in a separate
array, which simplifies various things and lets
us avoid the extra copying step for the vao.
2019-10-15 19:44:26 -04:00
Christian Hergert
a00d12c62a
prototype OpBuffer helper for building op buffer
2019-10-15 19:44:26 -04:00
Timm Bäder
5ea21f7910
gl renderer: Fix an out of bounds read
...
Fixes #2200
2019-10-15 07:13:14 +02:00
Matthias Clasen
7bff3abe8e
glyph cache: Fix handling of big glyphs
...
We were putting big glyphs in the cache, in their
own texture, but forgetting to mark the texture
as permanent, so it could be reused, leading to
occasional misrendering. Fix this by marking these
textures as permanent, and explicitly freeing them
when the cache entry gets old.
2019-10-12 18:53:22 -04:00
Matthias Clasen
61db797f29
gl: Simplify glyph cache lookup
...
Make this function more similar to the icon
cache equivalent, and simplify it a bit. We
don't use the boolean return, and we don't need
to look at the age of entry when marking it
used.
2019-10-12 01:35:13 -04:00
Matthias Clasen
8839e10d44
gl: Do less work to maintain caches
...
Remember which atlases were removed, and only
check those when looking for icons or glyphs
to remove. For most frames, we don't have to
check at all since no atlases were removed.
2019-10-11 20:42:24 -04:00
Timm Bäder
4f5a9be465
gl renderer: Get blur node child only once
2019-10-11 22:31:33 +02:00
Timm Bäder
6a4c778791
gl renderer: Shorten function
2019-10-11 22:31:33 +02:00
Timm Bäder
1caa95b814
gl renderer: Avoid copying a rect
2019-10-11 22:31:33 +02:00
Matthias Clasen
cf44ba7847
gl: Avoid stray use of doubles
...
Everything else in this code is floats,
so stick to that and avoid unnecessary
precision.
2019-10-11 16:16:09 -04:00
Matthias Clasen
30433d7659
Cosmetics
2019-10-11 16:16:09 -04:00
Matthias Clasen
849b950763
gl: glyph cache tweaks
...
Reduce the cost of lookups by storing
the hash value directly.
2019-10-11 16:15:15 -04:00
Matthias Clasen
e296c6a356
gsk: Store color bit info in text nodes
...
Keep the 'has color glyphs' info in text nodes,
instead of determining it over and over in both
the vulkan and gl backends.
2019-10-11 16:15:14 -04:00
Timm Bäder
136400e8a2
gl renderer: Remove unused modelview matrix
2019-10-11 16:56:24 +02:00
Timm Bäder
90199534e0
gl renderer: Don't copy outset shadow node outline
2019-10-11 16:38:58 +02:00
Timm Bäder
f7c64b4ebb
gl renderer: Don't copy colors into render ops
2019-10-11 15:06:51 +02:00
Timm Bäder
2977e91aed
gl renderer: Grow unblurred outset shadow outline on the gpu
2019-10-11 10:16:39 +02:00
Timm Bäder
9b1e0dd4a3
gl renderer: Cosmetics
2019-10-11 09:32:24 +02:00
Timm Bäder
a29826bb71
gl renderer: Only add outset shadow center piece if dx/dy != 0
2019-10-11 08:46:33 +02:00
Christian Hergert
528297f5e5
gl: avoid copying RenderOp to GArray
...
Instead of copying the (rather large) RenderOp to the GArray, we can
simply set the fields directly in the allocated space for the struct.
In most cases, there wont be any allocations to make as the array size
is kept in tact across frame renderings.
2019-10-09 15:41:53 -07:00
Christian Hergert
e32c992886
gl: avoid copying GskGLCachedGlyph in lookup
...
This saves a minor amount of CPU time by avoiding the copy of structure
on each lookup (which is short-lived).
2019-10-09 14:37:08 -07:00
Christian Hergert
c9ca60c201
gl: short-circuit on NULL program
...
The NULL check is a more inclusive check than each of the individual
op->op checks.
2019-10-09 11:51:32 -07:00
Timm Bäder
329f7c1c40
gl renderer: Remove rounded rect intersection code
...
Caused correctness issues.
Fixes #1917
2019-10-09 16:57:22 +02:00
Timm Bäder
e838ea3bc8
gl renderer: Fix scaled fallback node drawing
2019-10-09 16:57:22 +02:00
Christian Hergert
47ef5af778
gl: remove stray +
2019-10-08 10:58:29 -07:00
Timm Bäder
e05b87c8d0
gl renderer: Fix rounded rect intersection
2019-09-25 17:51:52 +02:00
Timm Bäder
c9241e83dd
gl renderer: Remove unused matrix
2019-09-09 17:36:25 +02:00
Timm Bäder
2914c360a9
gl renderer: Implement a subset of repeat nodes
2019-08-11 09:05:31 +02:00
Matthias Clasen
d276d2629a
gl: Glyph cache fixes
...
Pass the full location to the glyph cache lookup,
and use the same rounding as cairo does. This makes
the output much closer to the cairo renderer.
2019-07-31 00:03:13 -04:00
Matthias Clasen
5dd8801ee5
gl: implement subpixel positioning
...
Pass the glyph position into the glyph caching functions,
not just the glyph index. This allows us to cache different
images for different subpixel positions.
2019-07-28 16:42:52 -04:00
Timm Bäder
2c38b71ca5
glyph cache: Upload large glyphs in lookup () directly
...
Instead of relying on a texture id of 0, which can happen for other
reasons, e.g. when the glyph is being scaled too small.
Fixes part of #2046
2019-07-28 12:00:15 +02:00
Timm Bäder
731613d70b
gl renderer: Remove leftover modelview matrix
...
We use a GskTransform there nowadays.
2019-07-21 12:45:10 +02:00
Timm Bäder
27ddd39d69
gl renderer: Pull out code from a loop
...
Does not not actually depend on anything done inside the loop.
2019-07-21 08:39:25 +02:00
Timm Bäder
5910a28aa5
gl renderer: Replace a redundant function call
...
We're already getting the radius from the node above.
2019-07-19 18:14:50 +02:00
Timm Bäder
b9b5072668
gl renderer: Fix opacity nodes with overlapping child nodes
2019-07-14 10:08:04 +02:00
Timm Bäder
b062594ae6
gl renderer: Properly clean up program state transforms
2019-07-07 07:24:00 +02:00
Timm Bäder
99c01607f1
gl renderer: Remove some dead code
2019-06-29 08:53:36 +02:00
Timm Bäder
071748592d
gl renderer: Don't upload GL textures into the icon cache
2019-06-29 07:15:43 +02:00
Matthias Clasen
e961943508
Fix a refcounting mishap
...
We were missing a ref, causing caches to go missing
when a window is opened twice.
2019-06-05 02:49:07 +00:00
Timm Bäder
ecb353f4af
Consider all offscreen drawings for the icon cache
2019-06-04 23:00:02 +00:00
Matthias Clasen
259bbdcb09
Share glyph and icon caches
...
Use the same texture atlases to back both
the glyph and icon caches, and unify their
sizes and management. Store big glyphs
in separate textures, so all atlases have
the same size. Tweak some of the eviction
parameters.
We share the caches across all GL contexts
on a display, unless the GSK_NO_SHARED_CACHES
env var is set.
2019-06-04 23:00:02 +00:00
Matthias Clasen
7293fd517e
glyph cache: Stop storing driver and render
...
This is the first step towards sharing glyph
caches across renderers.
2019-06-04 23:00:02 +00:00
Timm Bäder
cf4ff56ca5
gl renderer: Add & use icon cache
...
Upload small icons all to the same texture atlas.
2019-06-04 23:00:01 +00:00
Timm Bäder
a51b694314
gl renderer: Remove homegrown transform_bounds code
...
GskTransform can do this for us now.
2019-06-02 11:43:06 +02:00
Timm Bäder
f999572e8f
gl renderer: Use GskTransform in render ops builder
...
for the modelview matrix. We need this later.
2019-06-02 10:12:09 +02:00
Timm Bäder
f1996783ec
gl renderer: Fix rounded rect intersection code
...
Test case attached.
Fixes #1920
2019-06-02 08:31:44 +02:00
Timm Bäder
78ee4c0677
gl renderer: Properly flip scaled fallback nodes
...
Fixes cairo nodes in hidpi setups
2019-05-30 09:12:45 +02:00
Timm Bäder
fb86fd900e
gl renderer: Make creating render targets easier
2019-05-23 18:42:00 +02:00
Timm Bäder
fcfc2ca518
gl renderer: Render recording surface untransformed
...
Cairo can't handle the y flip apparently.
Fixes #1906
2019-05-21 08:38:11 +02:00
Benjamin Otte
a1d08b4b52
rendernode: Take a graphene_point_t for the offset
...
... instead of 2 floats.
2019-05-21 06:43:59 +02:00
Benjamin Otte
6c473d5ff7
glrenderer: Handle NULL debug messages
2019-05-21 06:43:59 +02:00
Timm Bäder
aa922f0779
gl renderer: Pass correct matrix category when rendering offscreen
...
We can't just pretend we have an identity matrix when we are actually
scaling. This fixes the node editor sometimes not drawing things when
rendering to a texture. We were mistakenly discaring render nodes
because the bounds transformation was wrong.
2019-05-20 12:10:12 +02:00
Timm Bäder
7e502d0752
gl renderer: Delete render_texture framebuffer
2019-05-20 11:08:50 +02:00
Timm Bäder
5aa531674e
gl renderer: Really fix gl debugging code
...
Properly label an object and make sure we have the right gl context even
after a gdk_gl_context_end_frame call.
2019-05-20 08:47:41 +02:00
Timm Bäder
63267a2f70
gl renderer: Render fallback nodes upside down
...
We stuff both gl-drawn and cairo-drawn textures into the same cache, so
we can't really assume that we need to draw any of them flipped or not.
Fix this by drawing fallback stuff upside down and then using
upside-down vertex data for everything.
Fixes #1897
2019-05-18 13:47:59 +02:00
Timm Bäder
a9fb528a60
gl renderer: Remove an outdated comment
2019-05-18 13:47:59 +02:00
Timm Bäder
ccb9877534
gl renderer: Skip invisible shadows
2019-05-18 13:47:59 +02:00
Timm Bäder
dc7bf31b6e
gl renderer: Remove useless ops_offset calls
...
We add the shadow offset manually.
2019-05-18 13:47:59 +02:00
Benjamin Otte
777beb0d0a
glrenderer: Ensure current context for debug stuff
2019-05-08 19:47:40 +02:00
Matthias Clasen
b09a0958a0
gsk: Add tracing to the gl renderer
...
Emit the equivalent of the cpu-time counter in the inspector.
2019-05-07 09:37:59 -07:00
Timm Bäder
e847c030bd
gl renderer: Fix blur nodes with radius 0
2019-05-07 17:21:16 +02:00
Timm Bäder
d5d48af7f7
gl renderer: Reset opacity when offscreen-rendering crossfade nodes
...
A pattern emerges...
2019-05-05 07:18:39 +02:00
Benjamin Otte
6594ccf716
gsk: Export gsk_gl_renderer_new()
2019-05-05 07:18:39 +02:00
Alexander Larsson
484e330e4a
Merge branch 'wip/baedert/fix-gl-debug' into 'master'
...
Fix GL debugging
See merge request GNOME/gtk!778
2019-04-29 11:42:04 +00:00
Timm Bäder
c848b9014b
gl renderer: Add simple blend node implementation
2019-04-28 07:58:31 +02:00
Timm Bäder
931b0b3752
gl renderer: Move texture labeling below initialization
...
Apparently genTextures and friends only "reserves names", initializing
them will actually create them. Using glObjectLabel on textures before
initializing them will throw a GL_INVALID_VALUE error.
2019-04-27 10:44:37 +02:00
Timm Bäder
1a7c280ebb
gl renderer: bind the texture framebuffer before rendering
...
When rendering to a texture, collecting the render ops might bind a
different framebuffer, so bind the one we want again before doing the
actual rendering.
2019-04-26 18:05:32 +02:00
Alexander Larsson
32edf29c0a
GskGLRenderer: Add debug groups
...
This adds debug groups in various places, including the debug
nodes if those are in use. This makes the traces in tools like
renderdoc much easier to read.
2019-04-25 11:36:21 +02:00
Alexander Larsson
4f7171885f
GskGLRenderer: Label various gl objects
...
This means the names are more useful in tools like renderdoc.
2019-04-25 11:35:00 +02:00
Timm Bäder
e13d242320
gl renderer: Keep op builder around
...
GL keeps the unoform state per-program, but not per-frame. So, we can't
pretend that this works for us. Keep the RenderOpBuilder around for the
entire lifetime of the renderer instead.
2019-04-24 17:55:14 +02:00
Timm Bäder
91bbe6ef95
gl renderer: Sync gpu and cpu default alpha value
...
Otherwise we might end up not passing the new value to the GPU.
2019-04-24 13:29:45 +02:00
Timm Bäder
cc878ec00f
gl renderer: begin/end_frame around do_render
...
This fixes rendering to a texture on intel hardware. The glClear calls
would throw a GL_FRAMEBUFFER_INCOMPLETE error here, because the
gsk_gl_driver_begin_frame() call in do_render() reset the framebuffer
object in use.
2019-04-23 17:09:14 +02:00
Timm Bäder
3569348f9c
gl renderer: Declare color matrix child separately
...
Otherwise I'm doing this all the time when debugging.
2019-04-13 06:00:02 +02:00
Timm Bäder
0245ac2106
gl renderer: Apply transform only for final texture drawing
...
We don't want the new transform while drawing things on a texture.
Instead, only apply the new transform matrix when adding the final
texture drawing ops.
This fixes the stack cube rotation transition to at least look somewhat
better.
2019-03-31 06:16:16 +02:00
Timm Bäder
b2089b89cc
gl renderer: Add debug code to dump framebuffer
...
This way we can specify it on specific add_offscreen_ops callsites.
2019-03-31 06:14:41 +02:00
Timm Bäder
9105de9170
gl renderer: Cache rendered fallback nodes
2019-03-06 06:31:25 +01:00
Benjamin Otte
bd113aa85c
transform: Redo querying API
...
Make the API expect a tranform of the proper category instead of
doing the check ourselves and returning TRUE/FALSE.
The benefit is that the mai use case is switch (transform->category)
statements and in those we know the category and don't need to check
TRUE/FALSE.
Using the wrong matrix will now cause a g_warning().
2019-03-04 23:41:51 +01:00
Benjamin Otte
3cc84d2860
transform: Make category public API
...
Also rename it from GskMatrixCategory to GskTransformCategory.
2019-03-04 23:15:24 +01:00
Benjamin Otte
3a3c2d14ab
rendernode: Make the transform node take a GskTransform
...
This is an attempt to push GskTransform deeper into the stack.
2019-03-04 23:15:07 +01:00
Timm Bäder
416a4cf5ea
gl renderer: Ignore nodes with nan bounds
...
This can happen for certain transform nodes. The transform node's
child's bounds are fine, but the transform node bounds are all nan.
Just ignore those bounds since we can't meaningfully render them anyway.
2019-02-28 07:22:34 +01:00
Timm Bäder
5577e30ad4
gl renderer: Add more nodes that support transforms
2019-02-28 07:22:34 +01:00
Timm Bäder
e836c575ce
gl renderer: Remove GskRoundedRect initializaion
2019-02-25 08:46:27 +01:00
Timm Bäder
47fb1ec4c4
gl renderer: Partially implement rounded rect intersection
...
Some rounded rect intersections can actually be done and even expressed
as a single rounded rectangle.
2019-02-25 08:46:27 +01:00
Timm Bäder
f0624266dc
gl renderer: Add debug function to dump render node
2019-02-25 08:46:27 +01:00
Timm Bäder
58c2bea959
gl renderer: Stop determining the matrix category ourselves
...
Use the category we get from transform nodes and add ops_ API to supply
one when we set a graphene_matrix_t directly.
2019-02-25 08:37:06 +01:00
Timm Bäder
f9041230c6
gl renderer: Round size up when rendering to a texture
...
Both the clip we use and the viewport we set should contain the entire
texture size and not potentially clip the last pixel.
2019-02-23 04:50:25 +01:00
Timm Bäder
da0bd697b8
gl renderer: Use the matrix node category
2019-02-22 19:08:43 +01:00
Benjamin Otte
6a4bf2b993
gsk: Remove offset nodes
...
They were a neat idea while they lasted. But now, it's time for
categorized transform nodes, where matrices with
GSK_MATRIX_CATEGORY_2D_TRANSLATE are the exact replacement.
Renderers have not been adapted for this purpose, so they (continue to)
run slow paths.
2019-02-21 19:47:28 +01:00
Benjamin Otte
359bc7695c
build: Reintroduce warning flags from autotools
...
Some of the flags got lost in the meson transition or were demoted from
error flags to warning flags.
This commit reintroduces them.
It also includes fixes for the code that had warnings with those flags.
The big one being -Wshadow.
2019-01-22 04:33:12 +01:00
Timm Bäder
8e0cbc1c3d
gl renderer: Support (not) resetting the opacity for offscreen nodes
...
We usually want to do that, but it's wrong for e.g. crossfade nodes.
2019-01-18 19:43:54 +01:00
Timm Bäder
59bf76dce1
gl renderer: Force blur shadow node children offscreen
...
This broke the overlay blur demoe when resizing the window to a size
that would completely move the image below a button, causing the
GtkSnapshot code to remove the clip node below the blur node.
2019-01-13 08:41:37 +01:00
Timm Bäder
d55fc8b7b1
gl renderer: Dont't try to draw glyphs at scale 0
...
Fixes #1475
2019-01-10 17:14:48 +01:00
Timm Bäder
fb7d033953
gl renderer: Remove debug code
2019-01-10 16:49:19 +01:00
Timm Bäder
cfa440bbae
gl renderer: Fix hidpi transform nodes
2019-01-10 16:49:19 +01:00
Timm Bäder
b0a8b7da63
gl renderer: Only compile the vertex shader once
...
All our programs use the same vertex shader, so don't compile it over
and over again. This improves startup times by at least 0.001%, I swear.
2019-01-10 16:49:19 +01:00
Timm Bäder
b2ff6e91cd
gl renderer: Don't forget the offset when rendering blur nodes
2019-01-10 16:49:19 +01:00
Timm Bäder
1d3aa9207c
gl renderer: Add a clip stack
...
So we can check that the currently set clip is the first one and now
intersect with it. This first clip is always the entire viewport or the
entire render_area and we don't want to end up drawing things to a
texture because of it.
2018-12-31 12:44:02 +01:00
Timm Bäder
3ce45508e1
gl renderer: Track border width state separately
2018-12-07 16:36:10 +01:00
Timm Bäder
4b3a94f382
gl renderer: Fix remaining TODO about offset nodes
...
All of the nodes should now support offsets.
2018-12-04 06:30:47 +01:00
Timm Bäder
d67dacedba
gl renderer: transform nodes: offset
2018-12-04 06:30:47 +01:00
Timm Bäder
e1feb1b712
gl renderer: Clip nodes: offset
2018-12-04 06:30:47 +01:00
Timm Bäder
e8670c89ae
gl renderer: Linear gradients: offset
2018-12-04 06:30:47 +01:00
Timm Bäder
b4f918904c
gl renderer: Outset shadow nodes: offset
2018-12-04 06:30:47 +01:00
Timm Bäder
aead150ce2
gl renderer: Care about offset when rendering border nodes
2018-12-04 06:30:47 +01:00
Timm Bäder
fd47e57e4b
gl renderer: care about offset when rendering shadow nodes
2018-12-04 06:30:47 +01:00
Timm Bäder
2b95a5daee
gl renderer: Remove blend shader
...
It's unused.
2018-12-02 16:04:40 +01:00
Timm Bäder
0681c5d5bc
gl renderer: Reset opacity when rendering to a texture
...
The opacity will already be applied when rendering the final texture.
2018-12-02 16:03:08 +01:00
Timm Bäder
b19926c079
gl renderer: Add function to draw debug rectangle
2018-12-02 14:31:57 +01:00
Timm Bäder
ad759307f8
gl renderer: Add more node types to print_render_node_tree
...
debugging ++
2018-12-02 13:39:55 +01:00
Timm Bäder
58a4ae94e9
gl renderer: Use ops_transform_bounds_modelview in more places
2018-12-02 13:25:43 +01:00
Timm Bäder
9df9087a13
gl renderer: Add NodeSample
...
As a quick way of checking what a particular sample of nodes (e.g. all
offset node children) are made up of.
2018-12-02 13:25:43 +01:00
Timm Bäder
71512cf9ad
gl renderer: Move geometry calculation further down
...
We don't need it above, so move it to where it belongs.
2018-12-02 13:25:43 +01:00
Timm Bäder
2831dbb110
gl renderer: Refactor add_offscreen_ops
...
Use a graphene_rect_t for the node bounds instead of 4 floats.
This makes it simpler to pass the size in without the offset applied.
2018-12-02 13:25:43 +01:00
Timm Bäder
933acb3682
gl renderer: Add offscreen ops without offset applied
...
When doing color matrix nodes. This fixes color matrix node with scale =
2.
2018-12-02 13:25:43 +01:00
Timm Bäder
574ebafa46
gl renderer: Reset offset when rendering offscreen
...
We want to apply the offset to the rendered texture, not to the
offscreen-rendered content.
2018-12-02 13:25:43 +01:00
Timm Bäder
74dd05b45e
gl renderer: add render ops for dumping the framebuffer
...
So offscreen rendering can be properly debugged.
2018-12-02 13:25:43 +01:00
Timm Bäder
3eb2cef421
gl renderer: Set the render region as initial clip
...
So we avoid creating render ops for things outside of it.
2018-12-02 13:25:43 +01:00
Timm Bäder
5907ff694f
gl renderer: Render non-trivial transforms to a texture
...
This way we can e.g. render rotated clips, borders, etc.
2018-11-29 08:50:18 +01:00
Timm Bäder
c0cf592336
gl renderer: Cache offscreen textures per node, not size
2018-11-29 08:50:16 +01:00
Timm Bäder
ef751bc809
gl renderer: Use stack to keep track of modelview matrix
...
So we can avoid calculating metadata for matrices all the time.
2018-11-27 05:39:27 +01:00
Timm Bäder
d15df65a9d
gl renderer: Save some matrix multiplications
...
We do this for every single node, which is a little costly, especially
since the common case for the modelview matrix these days is a simple
translation. So, check whether the new modelview matrix is only a
translation matrix and if so, don't do a full matrix multiplication per
node.
2018-10-11 12:27:56 +02:00
Timm Bäder
392b4d9ac5
gl renderer: Pull a few declarations into the closest scope
2018-07-17 17:33:47 +02:00
Benjamin Otte
3ce3867403
gl: Don't accidentally use ints for float variables
...
The int was floor()ing the x/y coordinates of glyphs, which could cause
significant repositioning of glyphs when text was scaled via the MVP.
2018-07-13 14:56:04 +02:00
Timm Bäder
3dd188fe7e
gl renderer: Cache blurred outset shadow nodes
...
Since these are particularly expensive to render and we have a pretty
big one used in every client-side decorated window.
2018-07-08 21:50:59 +02:00
Timm Bäder
165dab8265
gl renderer: Ignore 0-sized fallback nodes
2018-06-26 21:41:29 +02:00
Timm Bäder
7f8106f2a9
gl renderer: call glViewport directly
2018-06-16 10:09:12 +02:00
Timm Bäder
4ab3aada3f
gl renderer: use w axis vector from graphene
...
Instead of initializing our own one every time.
2018-06-04 21:58:44 +02:00
Timm Bäder
719b2b0525
gl renderer: Remove an outdated comment
2018-05-27 17:51:51 +02:00
Timm Bäder
251913c80e
gl renderer: Use offsets for more node types
2018-05-27 16:20:55 +02:00
Timm Bäder
c8aa5b8b4e
gl renderer: Add helper for printing a render node tree
2018-05-19 10:18:50 +02:00
Timm Bäder
31e0aaf6b0
gl renderer: Remove ops debug message
...
Without a node name, this doesn't make much sense anymore.
2018-05-02 19:48:34 +02:00
Timm Bäder
d506799e72
gl renderer: Ignore nodes outside of the clip
...
Pretty sure this will bite me later but for now we avoid rendering nodes
that we are not going to see anyway.
2018-05-01 15:13:11 +02:00
Timm Bäder
3a5a9d9233
gl renderer: Use simple offset for selected offset node children
2018-05-01 15:13:11 +02:00
Benjamin Otte
a865621519
gdk: Move begin/end_frame() functions
...
As they require a draw context and the draw context is already bound to
the surface, it makes much more sense and reduces abiguity by moving
these APIs to the draw context.
As a side effect, we simplify GdkSurface APIs to a point where
GdkSurface now does not concern itself with drawing anymore at all,
apart from being the object that creates draw contexts.
2018-04-24 23:16:58 +02:00
Benjamin Otte
48fc18c37b
gdk: Get rid of GdkDrawingContext
...
All information is kept in GdkDrawContext these days, so use that one.
2018-04-24 23:16:58 +02:00
Benjamin Otte
c6ae0ff2d1
gdk: Get rid of gdk_drawing_context_get_clip()
...
Use the identical gdk_draw_context_get_frame_region() instead.
2018-04-24 23:16:58 +02:00
Benjamin Otte
4d481ecb95
gsk: Refactor damage computation for GL renderer
...
Previously, we got the damage, then computed the changed area, then
started a frame with that changed area.
But starting a frame computes the damage for us.
So now we start a frame, then get the damage area from that, then
compute the change area.
2018-04-24 23:16:58 +02:00
Benjamin Otte
49f9d2108d
gsk: Add GskDebugNode
2018-04-24 04:06:58 +02:00
Timm Bäder
d74be1fcf0
gl renderer: Rename texture_id parameter to fbo_id
...
So this makes sense again.
2018-04-21 10:13:16 +02:00
Timm Bäder
29f38056a9
gl renderer: Fix fallback node scaling
2018-04-21 10:06:57 +02:00
Timm Bäder
4336c6412a
gl renderer: Remove unused viewport member
2018-04-15 17:12:01 +02:00
Timm Bäder
add82735bb
gl renderer: Don't use texture ids in glBindFramebuffer calls
2018-04-14 11:47:02 +02:00
Timm Bäder
5e81761ad0
gl renderer: Slightly change ops_offset behavior
...
Add the given delta to the current one instead of replacing it.
2018-04-11 19:14:54 +02:00
Timm Bäder
0336825537
gl renderer: Don't draw all rounded clip nodes to a texture
...
We only need to do that if the rounde clip node intersects with the
outer one.
2018-04-11 19:14:54 +02:00
Timm Bäder
d7af16c8e4
gl renderer: Render everyhing according to MV scale
...
And not the surface's scale factor. This way the magnifier works.
2018-04-11 15:31:22 +02:00
Timm Bäder
cc66b50dcd
gl renderer: Remove unused field
2018-04-11 15:31:22 +02:00
Benjamin Otte
7c313c7b25
gsk: move begin/end_frame vfuncs into the renderers
2018-04-05 14:56:38 +02:00
Timm Bäder
08296b8aee
gl renderer: Don't highlight cairo nodes as fallback
2018-03-31 14:45:01 +02:00
Timm Bäder
f6330846c9
gl renderer: Remover unused mask uniform
2018-03-30 23:15:04 +02:00
Timm Bäder
b26e584e29
gl renderer: Rename everything called window to surface
2018-03-26 21:13:52 +02:00
Benjamin Otte
ce743f28a1
rendernode: Add an offset node
...
This is a special case of the transform node that does a 2D translation.
The implementation in the Vulkan and GL renderers is crude and just does
the same as the transform node.
Nothing uses that node yet.
2018-03-26 18:16:36 +02:00