We want to reuse gsk_gpu_color_to_float() for use with GdkColor and this
function will be replaced. But until that's fully done, we need 2
different names.
So rename this one to something else
Rewrite all shaders to use 2 predefined samplers called GSK_TEXTURE0 and
GSK_TEXTURE1 instead of wrapper functions.
On GL and Vulkan compat mode, these map directly to samplers.
On Vulkan proper, they map to 2 indices into the texture array, like
before.
From now on, the old nvidia GPUs - ie the 3xx drivers - should start
working again.
Fixes: #6564Fixes: #6574Fixes: #6654
This by itself is just more work refcounting all those images, but
there's actually a goal here, that will become visible in future
commits.
But this is split out for correctness and benchmarking purposes (the
overhead from refcounting seems to be negligible on my computer).
It's a struct collecting all relevant info for a texture passed to a
shader.
The ultimate goal is to get rid of the descriptors and let ops
manage them on thir own.
This adds a GdkColorStates that encodes 2 of the default GdkColorStates
and wether their values are premultiplied or not.
Neither do the shaders do anything with this information yet, nor do the
shaders do anything with it yet, this is just the plumbing.
Make the generator generate calls for the correct glBindAttribLocation()
calls.
Usually this was done correctly, but we can't rely on it. So do it
explicitly.
A variation is a #define/specialization constant that every shader can
use to specialize itself as it sees fit.
This commit adds the infrastrcture, future commits will add
implementations.
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.
... and use it for glyphs.
The name is a slight variation of the "coloring" name from the GL
renderer.
The functionality is exactly what the "glyph" shader from the Vulkan
renderer does.