Timm Bäder
34fcfb154a
gl renderer: Properly apply opacity in cross-fade shader
2019-04-24 13:29:45 +02:00
Timm Bäder
2b95a5daee
gl renderer: Remove blend shader
...
It's unused.
2018-12-02 16:04:40 +01:00
Elias Aebi
19873e549a
gl: implement clipping for legacy contexts
2018-07-14 14:31:50 +02:00
Elias Aebi
05ca6bc189
gl: fix compilation errors for legacy context shaders
2018-07-14 14:24:21 +02:00
Timm Bäder
eaf899061a
gl renderer: Remove shadow program
...
Drawing shadows is the same task as drawing text in our case and these
two shaders have been the same thing for quite a while.
2018-03-15 18:12:00 +01:00
Timm Bäder
0a7880110e
gl renderer: Fix clipped borders
...
Stop abusing the clip rect for borders.
2018-03-15 18:11:57 +01:00
Timm Bäder
d2b5436462
gl: Make blur nodes with radius ∈ ]0; 1[
...
Otherwise, the radius here ends up being 0 and we don't draw anything at
all.
2018-02-27 14:22:08 +01:00
Timm Bäder
4946810960
gl renderer: Render unblurred outset shadows differently
...
We don't need to draw anything to a texure for those.
2018-01-15 10:56:43 +01:00
Timm Bäder
bbf6e81c1f
gl renderer: Fix shaders for gles
...
Remove uniform initializers, add casts to float, etc.
2018-01-08 19:23:06 +01:00
Timm Bäder
cd2a53851b
gl: Fix copy&paste error in blur shader
2018-01-08 19:23:06 +01:00
Timm Bäder
3176ae7e51
gl renderer: Use alpha uniform in inset shadow shader
2018-01-08 17:44:33 +01:00
Timm Bäder
f729cbb760
gl renderer: Fix text color pre-multiplication
2018-01-04 12:20:27 +01:00
Timm Bäder
4abbf929ad
gl renderer: Remove some unused uniforms from shader
2017-12-29 05:48:42 +01:00
Timm Bäder
2bc10fa365
gl renderer: draw all outset shadows
...
Instead of falling back to cairo for most of them.
2017-12-29 05:48:40 +01:00
Timm Bäder
7a2d30323e
gl renderer: try doing outset box shadows
...
Still fall back in cases we can't handle that way.
2017-12-21 19:12:33 +01:00
Timm Bäder
d211f42091
gl renderer: Remove unused vertex shader
2017-12-21 19:12:32 +01:00
Timm Bäder
a83037c440
gl renderer: Implement cross fade nodes
2017-12-21 19:12:32 +01:00
Timm Bäder
bed03aa319
gl renderer: Fix linear gradient shader color calculation
...
This fixes both the wrong headerbar color and the broken border color in
of the circular button in the widget-factory.
2017-12-21 19:12:32 +01:00
Timm Bäder
eb221ff305
gl renderer: Only take glyph texture alpha into account
...
This way, we can use the very same coloring program to draw text shadows
of fonts with colored glyphs.
2017-12-21 19:12:32 +01:00
Timm Bäder
64400e82b5
gl renderer: Default to 0px clip and border radius
...
Finally fix the division by 0 in the clip code.
2017-12-21 19:12:32 +01:00
Timm Bäder
2d3e87da46
gl renderer: Try to fix border rendering
2017-12-21 19:12:32 +01:00
Timm Bäder
fd0b7caa7c
gl renderer: Fix shadow shader
...
We need to take the alpha of the shadow color into account as well.
2017-12-21 19:12:32 +01:00
Timm Bäder
3b7cfd068b
gl renderer: Implement simple border nodes
2017-12-21 19:12:31 +01:00
Timm Bäder
e95b356465
gl renderer: Implement simple shadow nodes
2017-12-21 19:12:31 +01:00
Timm Bäder
8c9e203458
gl renderer: Fix inset shadow offset calculation
2017-12-21 19:12:31 +01:00
Timm Bäder
47c4bf5be0
gl renderer: Implement unblurred outset shadows
2017-12-21 19:12:31 +01:00
Timm Bäder
5c7838e168
gl renderer: Rework program creation
...
Make sure all uniform names have to match between the shader names and
the _location integers we save in every Program struct.
2017-12-21 19:12:31 +01:00
Timm Bäder
388157b995
gl renderer: Implement unblurred inset shadows
2017-12-21 19:12:31 +01:00
Timm Bäder
6a1a70c677
gl renderer: Implement blur nodes
2017-12-21 19:12:31 +01:00
Timm Bäder
f4304336ea
gl renderer: Don't pass MVP to shaders
...
We already pass both modelview and projection matrix individually.
2017-12-21 19:12:30 +01:00
Timm Bäder
4cf2a482ea
gl: Add glyph cache
...
Based on the one used by the vulkan renderer
2017-12-21 19:12:30 +01:00
Timm Bäder
9b400134d5
gl renderer: Remove unused shaders
2017-12-21 19:12:30 +01:00
Timm Bäder
33aa61ef2c
gl renderer: Save clip in every node
2017-12-21 19:12:30 +01:00
Timm Bäder
24e69bb877
gl renderer: Implement rounded clip nodes
...
mostly a proof of concept
2017-12-21 19:12:30 +01:00
Timm Bäder
4aa3f51016
test-render-nodes: Add color matrix test
2017-12-21 18:25:52 +01:00
Timm Bäder
6bce14bee2
Rework the GL renderer
2017-12-21 18:25:52 +01:00
Benjamin Otte
9048d40bc2
vulkan: Fix mask shader to premultiply color
...
The inColor wasn't premultiplied, so the resulting colors were wrong
with translucent borders.
2017-12-02 16:21:58 +01:00
Benjamin Otte
abc8d61730
vulkan: Fix border shader to premultiply color
...
The inColor wasn't premultiplied, so the resulting colors were wrong
with translucent borders.
2017-12-02 16:21:58 +01:00
Benjamin Otte
e1572e003a
vulkan: No need to redefine gl_PerVertex
...
The compiler has those predefined, so use them.
2017-10-24 01:29:28 +02:00
Benjamin Otte
e4dbff6bfc
vulkan: Delete unused shaders
...
These have been renamed to .frag/.vert, apparently the originals weren't
deleted.
2017-10-24 01:29:28 +02:00
Matthias Clasen
b564dd853c
Avoid super-luminous pixels
...
The color-matrix shader was creating pixels with r,g,b > a in
some cases, which leads to unexpected test failures. In particular
this as visible the opacity render node test for opacity 0.
2017-10-19 15:16:54 +02:00
Matthias Clasen
76aa237cce
Fix blendmode shader
...
My reading of the spec formulas was imperfect.
2017-10-08 21:12:22 -04:00
Matthias Clasen
5577fde990
vulkan: Rename blend pipeline to texture
...
This is what it does, and the name blend is easily
confused with blend-mode.
2017-09-29 23:08:09 -04:00
Matthias Clasen
485470511f
vulkan: Update the outset-shadow fragment shaders
...
These were missing the blur-radius parameter that is written
by the vertex shader, causing Vulkan validation to complain.
2017-09-26 18:24:52 -04:00
Matthias Clasen
3c98b90fc6
vulkan: Implement nonseparable blendmodes
...
This is a directly-from-the-spec, unoptimized implementation.
2017-09-23 09:16:58 -04:00
Matthias Clasen
d61f6ff393
vulkan: Implement blend modes
...
This is another example for a 2-texture shader.
So far, only separable blend modes are implemented.
The implementation is not optimized, with an
if-else cascade in the shader.
2017-09-23 01:59:50 -04:00
Matthias Clasen
a75d995bd4
vulkan: Implement crossfade
...
This is the first shader using two textures. It almost works.
2017-09-22 22:16:10 -04:00
Matthias Clasen
9a1460218c
vulkan: Quiet another validation warning
...
It complains if a vertex shader has an out that is not matched
to an in of the fragment shader.
2017-09-21 12:05:00 -04:00
Matthias Clasen
b0e8d8483d
More work on text nodes
...
This commit takes several steps towards rendering text
like we want to.
The creation of the cairo surface and texture is moved
to the backend (in GskVulkanRenderer). We add a mask
shader that is used in the next text pipeline to use
the texture as a mask, like cairo_mask_surface does.
There is a separate color text pipeline that uses the
already existing blend shaders to use the texture as
a source, like cairo_paint does.
The text node api is simplified to have just a single
offset, which determines the left end of the text baseline,
like all our other text drawing APIs.
2017-09-10 14:36:26 -04:00
Patrick Griffis
a55b57caff
build: Improve vulkan resource handling
...
This fixes the proper dependencies getting set up for generating
the shaders and only the necessary things getting rebuilt on
resources changing in gsk.
2017-09-05 15:18:56 -04:00
Matthias Clasen
7bb5b8df0b
A somewhat working blur shader
...
This is a very direct implementation of a Gaussian blur,
without any optimizations.
2017-09-04 23:32:31 -04:00
Matthias Clasen
86c0c243a0
Add rules to regenerate all shader variants
...
We were missing rules to build the clip variants of
the shaders.
2017-09-03 19:58:41 -04:00
Emmanuele Bassi
4904491b77
build: Move Vulkan shader handling to its own directory
...
Spooky action at a distance is not really allowed in Meson, so the rules
to generate the SPV files should go in their own directory.
Tested by: Rico Tzschichholz <ricotz@ubuntu.com>
2017-08-15 17:07:21 +01:00
Timm Bäder
fbada8e758
glrenderer: Handle color nodes
2017-03-31 09:50:39 +02:00
Benjamin Otte
ee9828d49c
vulkan: Fix copy/paste error
2017-01-18 16:46:04 +01:00
Benjamin Otte
12637195de
vulkan: Add compiled shaders
...
I forgot to include them when adding the shaders.
2017-01-18 16:42:01 +01:00
Benjamin Otte
cde933ebd9
vulkan: Compute right size for outset shadow
...
We were emitting the box and not the shadow box as the rectangle. So we
didn't draw any shadows. Oops.
2017-01-18 16:39:27 +01:00
Benjamin Otte
bd24ca5b18
vulkan: Add support for unblurred box-shadow
2017-01-18 04:13:56 +01:00
Benjamin Otte
6bec7aae89
vulkan: Generate clip shaders from same source
...
Instead of having 3 different shaders for the different clipping
versions, just have one shader and use a preprocessor define to use
different clip functions.
That preprocessor define is set in the Makefile.
Also use foo.frag and foo.vert as the file extensions instead of using
foo.frag.glsl and foo.vert.glsl, as that's what glslc suggests as
extension.
2017-01-17 06:17:55 +01:00
Benjamin Otte
3768c676c6
vulkan: Add clip.vert.glsl
...
Implement clipping the same way as in the last commit for the
fragment shaders.
2017-01-17 06:17:55 +01:00
Benjamin Otte
cf65443fb3
vulkan: Add a clip.frag.glsl include
...
This include is supposed to handle clipping for the different clipping
methods.
So far, we only use it in the rounded rect cases.
2017-01-17 06:17:55 +01:00
Benjamin Otte
6a60e335cd
vulkan: Add push constants to fragment shader
...
That way we don't need to move the clip rounded rect manually through
the vertex shader into the fragment shader but can just look at the push
constants.
Simplifies shaders a lot.
2017-01-17 06:17:55 +01:00
Benjamin Otte
c7d899c535
vulkan: Move push constants into their own header
...
This is the first step towards easing maintenance of the Vulkan shaders
by moving common code into headers.
2017-01-17 06:17:55 +01:00
Benjamin Otte
b186bce7ff
vulkan: Add shader for border rendering
2017-01-11 18:33:09 +01:00
Benjamin Otte
f05f0377df
vulkan: Modernize blend pipeline
...
- Rename from blit => blend
- Use instances
- Add clip versions
2017-01-04 13:22:57 +01:00
Benjamin Otte
1aa0f79e8b
vulkan: Make the effect renderer take matrix + offset
...
This is in preparation for the new color matrix node.
I don't think keeping support for a separate opacity shader is worth it.
2016-12-31 14:37:20 +01:00
Benjamin Otte
91741f6b63
vulkan: Handle opacity nodes
...
Well, "handle" them actually. We still draw the node's child using
Cairo, but we apply the opacity manually now.
2016-12-31 02:49:47 +01:00
Benjamin Otte
af917c4ade
vulkan: Handle linear gradients
...
Note: We interpolate premultiplied colors as per the CSS spec. This i
different from Cairo, which interpolates unpremultiplied.
So in testcases with translucent gradients, it's actually Cairo that is
wrong.
2016-12-26 17:22:02 +01:00
Benjamin Otte
3c8518dce3
gsk: Add missing Mozilla copyright header
...
I stole one of their shader functions, and if I steal, I might as well
do it right.
2016-12-26 17:22:01 +01:00
Benjamin Otte
5878f9d8af
vulkan: Add shader for color drawing with rectangle clip
2016-12-25 06:23:12 +01:00
Benjamin Otte
b30225e67c
vulkan: We use VK_FORMAT_B8G8R8A8_UNORM
...
... not SRGB. SRGB messes up alpha compositing, GdkRGBA and everything
else.
2016-12-25 06:23:12 +01:00
Benjamin Otte
aa0ec774bf
vulkan: Add proof-of-concept clip implementation
...
We can now clip to cicular rounded rectangles when drawing colors.
2016-12-24 06:19:16 +01:00
Benjamin Otte
81c487b841
vulkan: Fold clip into push constants
...
As a side effect, the clipping data is now available inside shaders.
Not that any shader would use them yet, but they could!
2016-12-24 06:19:16 +01:00
Benjamin Otte
1760e0d3f3
vulkan: Get rid of color in push constants
...
The color comes in instance data now, no need to abuse push constants
for it.
2016-12-20 18:01:11 +01:00
Benjamin Otte
b04eecf860
vulkan: Pass color rects in instance data
...
This way, we don't need push constants or per-vertex data, we can render
colored rectangles completely via instance data.
2016-12-20 18:01:11 +01:00
Benjamin Otte
4c74695a85
vulkan: Don't pass texture coordinates to the color pipeline
2016-12-20 18:01:11 +01:00
Benjamin Otte
08a2a29c26
vulkan: Add infrastructure for multiple pipelines
...
And use it to draw solid colors with a 2nd pipeline.
2016-12-20 18:01:11 +01:00
Benjamin Otte
583956266e
vulkan: Make MVP matrix available to vertex shader
...
We use push constants for this.
2016-12-09 18:35:51 +01:00
Benjamin Otte
3c4b952256
vulkan: Make GskVulkanRenderer work
...
We now create a Cairo renderer, render to an image surface and upload
and retnder it with Vulkan.
2016-12-09 18:35:51 +01:00
Benjamin Otte
a7cbbaf8fc
gsk: Pass texture coordinates to Vulkan renderer
...
We just render the coordinates as color, we don't do anything with them
yet.
2016-12-09 18:35:51 +01:00
Benjamin Otte
2a0e7f8829
gsk: Loads of work on Vulkan backend
...
We can now upload vertices.
And we use this to draw a yellow background. Which is clearly superior
to not drawing anything.
Also, we have shaders now. If you modify them, you need glslc installed
so they can be recompiled into Spir-V bytecode.
2016-12-09 18:35:51 +01:00
Emmanuele Bassi
1ab1fd4391
Use the projection to flip around the content
...
Since we use an FBO to render the contents of the render node tree, the
coordinate space is going to be flipped in GL. We can undo the flip by
using an appropriate projection matrix, instead of changing the sampling
coordinates in the shaders and updating all our coordinates at render
time.
2016-10-18 11:49:10 +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
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
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
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
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
638297a22e
gsk: Allow sampling between parent and child nodes
2016-10-18 11:49:07 +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
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