Commit Graph

1197 Commits

Author SHA1 Message Date
Emmanuele Bassi
a8a8f97511 gsk: Take into account the scaling factor
We need to apply a scaling factor whenever we deal with user-supplied
coordinates, like:

 - when creating textures
 - when setting up the viewport
 - when submitting the scene
2016-10-18 11:49:10 +01:00
Emmanuele Bassi
3d90a070d5 gsk: Tie render nodes to renderers
Render nodes need access to rendering information like scaling factors.
If we keep render nodes separate from renderers until we submit a nodes
tree for rendering we're going to have to duplicate all that information
in a way that makes the API more complicated and fuzzier on its
semantics.

By having GskRenderer create GskRenderNode instances we can tie nodes
and renderers together; since higher layers will also have access to
the renderer instance, this does not add any burden to callers.

Additionally, if memory measurements indicate that we are spending too
much time in the allocation of new render nodes, we can now easily
implement a free-list or a renderer-specific allocator without breaking
the API.
2016-10-18 11:49:10 +01:00
Emmanuele Bassi
ab8420ec52 gsk: Bind GL context to the GL profiler
Similarly to how we bind it to the GL driver object used by the GSK GL
renderer.
2016-10-18 11:49:10 +01:00
Emmanuele Bassi
d6a6820d99 gsk: Fix build without Wayland 2016-10-18 11:49:09 +01:00
Emmanuele Bassi
9e22118feb gsk: Add redirection to FBOs for opacity groups
If a node is non-opaque and has a non-zero opacity we need to paint its
contents and children first to an off screen buffer, and then render the
resulting texture at the desired opacity — otherwise the opacities will
combine and result in the wrong rendering.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
8ac9127283 gsk: Drop opaque/transparent item split
We're not going to use separate rendering lists soon, and the way we
render items is less similar to a gaming engine and more similar to a
simpler compositor. This means we don't need to perform a two pass
rendering — opaque items first, transparent items later.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
03ab560fae gsk: Rename uniforms and attributes in shaders
Use appropriate names, and annotate the names with the types — 'u' for
uniforms, 'a' for attributes. The common preambles for shaders are split
from the bodies, so we need some way to distinguish the uniforms and the
attributes just from their name.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
24a6f3c055 gsk: Move resource handling inside GskGLDriver
We want the GL driver to cache as many resources as possible, so we can
always ensure that we're in a consistent state, and we can handle state
transitions more appropriately.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
bbfe4324e4 gsk: Simplify buffer handling in GskGLRenderer
We don't have optional stencil and depth buffers, like GtkGLArea: we
always create both of them internally.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
db4ade48e9 gsk: Drop render buffer code path from GskGLRenderer
We always use texturing, to preserve the alpha channel when blitting the
frame buffer object on the window surface.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
b169ce374e gsk: Rework surface -> texture API
Drop the texture parameters handling from the texture creation, and
associate them with the contents upload. Also, rename the function to
something more in line with what it does.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
e2a43a8701 gsk: Add GL driver API to create render targets
It's going to be used by the GL renderer to safely create and bind
FBOs when needed.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
9836d2259f gsk: Turn texture cache into a hash table
We want to add the list of FBOs tied to a texture; this means we cannot
trivally copy the Texture structure when adding it to a GArray. We're
also going to have more textures than VAOs, so it makes more sense to
use a O(1) access data structure for them.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
30be7bd543 gsk: Add GL profiler
We can use the GL_ARB_timer_query extension (available since OpenGL
3.2, and part of the OpenGL specification since version 3.3) to query
the time elapsed when drawing each frame. This allows us to gather
timing information on our use of the GPU.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
8807f23f76 gsk: Split surface upload from texture creation
We're going to need a method to create textures without a surface.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
b98fb07419 gsk: Enable depth testing
Use the appropriate depth testing function for transparent items.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
c052443633 gsk: Use consistent naming for blend fragment shader
This should make it immediately clear if we're doing something wrong.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
9c86579e47 gsk: Fix pre-condition check
We warn if the node is marked as not mutable.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
51f05731a9 gsk: Flip mutability on GskRenderNode.finalize
We use the public API when removing children nodes, so we need to mark
the node as mutable while we destroy it.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
d3393d51ff gsk: Add specific debug type for shaders
So that we don't lose GskShaderBuilder debugging messages in the stream
of GskGLRenderer ones.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
46bb14e173 gsk: Add GskGLDriver
We can move the caching and management of textures, VAOs, and state of
the GL machinery into a single object, GskGLDriver.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
8555c6ba11 gsk: Use the right pointer to the parent RenderItem
We copy the local RenderItem into the render items array, so we need to
use the copy in the array in order to get the correct reference.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
d790054c2e gsk: Add fundamental type annotations for GskRenderNode
We need to annotate the GskRenderNode so that the introspection
machinery can find the functions for managing reference counting
and GValues.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
0fbf638999 gsk: Add 'blit' program
For the root node we do not need to use blending, as it does not have
any backdrop to blend into. We can use a simpler 'blit' program that
only takes the content of the source and fills the texture quad with
it.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
4cda720ab9 gsk: Consolidate program creation and storage
We should use ShaderBuilder to create and store programs for the GL
renderer. This allows us to simplify the creation of programs (by moving
the compilation phase into the ShaderBuilder::create_program() method),
and move towards the ability to create multiple programs and just keep a
reference to the program id.
2016-10-18 11:49:07 +01:00
Emmanuele Bassi
43974761bb docs: Add more GSK documentation 2016-10-18 11:49:07 +01:00
Emmanuele Bassi
a840c7f00c gsk: Add more modes to the blend shader
Use the compositing CSS spec at:

  https://www.w3.org/TR/compositing-1/#blending

For the implementation.
2016-10-18 11:49:07 +01:00
Emmanuele Bassi
9e3b0f5aa0 gsk: Don't store the uniform and attribute location twice
We should keep the ShaderBuilder around and use it to query the various
uniform and attribute locations when needed, instead of storing those
offsets into the Renderer instance, and copying them. This allows a bit
more flexibility, once we have more than one program built into the
renderer.
2016-10-18 11:49:07 +01:00
Emmanuele Bassi
12db9ee164 gsk: Add getter for program id in ShaderBuilder
Since we store it into the ShaderBuilder instance we should also allow
getting the program id.
2016-10-18 11:49:07 +01:00
Emmanuele Bassi
8bb0c9a226 gsk: Add debugging notes to ShaderBuilder
Print out the generated shader and the list of available uniforms and
attributes.
2016-10-18 11:49:07 +01:00
Emmanuele Bassi
28b490f14f gsk: Rework how GLSL shaders are built
The GL renderer should build the GLSL shaders using GskShaderBuilder.
This allows us to separate the common parts into separate files, and
assemble them as necessary, instead of shipping one big shader per type
of GL API (GL3, GL legacy, and GLES).
2016-10-18 11:49:07 +01:00
Emmanuele Bassi
2ded2ad6b7 gsk: Add ShaderBuilder
GskShaderBuilder is an ancillary, private type that deals with the
internals of taking GLSL shaders from resources and building them,
with the additional feature of being able to compose shaders from a
common preamble, as well as adding conditional defines (useful for
enabling debugging code in the shaders themselves).
2016-10-18 11:49:07 +01:00
Emmanuele Bassi
3d21c4afba gsk: Add rendering debug mode for shaders
It's going to be useful to inject debugging data into the shaders used
by GSK.
2016-10-18 11:49:07 +01:00
Emmanuele Bassi
1b1edcebd0 gsk: Use the node's blend mode in the GL renderer 2016-10-18 11:49:07 +01:00
Emmanuele Bassi
81e992e1ff gsk: Store blend mode in the render node 2016-10-18 11:49:07 +01:00
Emmanuele Bassi
bf09ce93c8 gsk: Make GskBlendMode enumeration public 2016-10-18 11:49:07 +01:00
Emmanuele Bassi
638297a22e gsk: Allow sampling between parent and child nodes 2016-10-18 11:49:07 +01:00
Emmanuele Bassi
7416aa762f gsk: Group render state attributes 2016-10-18 11:49:06 +01:00
Emmanuele Bassi
b8a92dfa0e gsk: Turn GskRenderNode into a pure GTypeInstance
Using GObject as the base type for a transient tree may prove to be too
intensive, especially when creating a lot of node instances. Since we
don't need properties or signals, and we don't need complex destruction
semantics, we can use GTypeInstance directly as the base type for
GskRenderNode.
2016-10-18 11:49:06 +01:00
Emmanuele Bassi
074c77e7ac gsk: Rework GskRenderer and GskRenderNode semantics
This commit changes the way GskRenderer and GskRenderNode interact and
are meant to be used.

GskRenderNode should represent a transient tree of rendering nodes,
which are submitted to the GskRenderer at render time; this allows the
renderer to take ownership of the render tree. Once the toolkit and
application code have finished assembling it, the render tree ownership
is transferred to the renderer.
2016-10-18 11:29:34 +01:00
Emmanuele Bassi
d99f91f5fd gsk: Flush the GL render items cache
Whenever the render tree changes we want to drop the RenderItem arrays,
as each item contains a pointer to the GskRenderNode which becomes
dangling once the root node changed.
2016-10-18 11:29:34 +01:00
Emmanuele Bassi
635fd7026a gsk: Add GskRenderer::clear_tree
We need a way to clear eventual caches inside GskRenderer subclasses if
the root node has changed.
2016-10-18 11:29:34 +01:00
Emmanuele Bassi
9d3ca22b4c gsk: Port GskGLRenderer to GLES
Use the appropriate API and shaders if the GdkGLContext was created for
OpenGL ES instead of OpenGL.
2016-10-18 11:29:34 +01:00
Emmanuele Bassi
5909ce6897 gsk: Use surface-to-texture utility function
Now that we have it.
2016-10-18 11:29:34 +01:00
Emmanuele Bassi
eb9c0920ab gsk: Rename shaders for OpenGL 2016-10-18 11:29:34 +01:00
Emmanuele Bassi
7afdd3fdb5 Initial implementation of GSK rendering pipeline
GSK is conceptually split into two scene graphs:

 * a simple rendering tree of operations
 * a complex set of logical layers

The latter is built on the former, and adds convenience and high level
API for application developers.

The lower layer, though, is what gets transformed into the rendering
pipeline, as it's simple and thus can be transformed into appropriate
rendering commands with minimal state changes.

The lower layer is also suitable for reuse from more complex higher
layers, like the CSS machinery in GTK, without necessarily port those
layers to the GSK high level API.

This lower layer is based on GskRenderNode instances, which represent
the tree of rendering operations; and a GskRenderer instance, which
takes the render nodes and submits them (after potentially reordering
and transforming them to a more appropriate representation) to the
underlying graphic system.
2016-10-18 11:29:34 +01:00
Emmanuele Bassi
d519e4aafe gsk: Initial commit / build environment 2016-10-18 11:29:34 +01:00