Timm Bäder
|
b9a05be2da
|
gl renderer: Sprinkle some const around
|
2018-01-10 08:46:22 +01:00 |
|
Timm Bäder
|
f7ba3224b9
|
gl renderer: Bring back hexbox drawing
|
2018-01-08 17:44:37 +01:00 |
|
Timm Bäder
|
fcc8d778b5
|
gl renderer: Avoid some code duplication
|
2018-01-02 08:10:06 +01:00 |
|
Timm Bäder
|
0e57d173b3
|
gl renderer: Remove an unnecessary block
|
2018-01-02 08:10:06 +01:00 |
|
Timm Bäder
|
f92cca5229
|
gl renderer: Fix release build
|
2017-12-29 08:59:47 +01:00 |
|
Timm Bäder
|
e0436b3d59
|
gl renderer: Properly delete all shader programs
|
2017-12-29 05:48:43 +01:00 |
|
Timm Bäder
|
825608af2a
|
gl renderer: Remove unused parameter
|
2017-12-29 05:48:43 +01:00 |
|
Timm Bäder
|
aeaab5557b
|
gl renderer: Only draw what we have to
|
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
|
9f2674077a
|
gl renderer: Properly flip texture in render_texture path
Just do this on the CPU instead.
|
2017-12-28 16:48:35 +01:00 |
|
Timm Bäder
|
a720a63fa3
|
gl renderer: Insert render target op in render_texture path
|
2017-12-28 16:48:35 +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
|
490e15021c
|
gl renderer: Force cross-fade nodes offscreen
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
48be2aed23
|
gl renderer: Use one function per op type to apply data
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
28499032da
|
gl renderer: Don't leak gl resources
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
ee27b17a12
|
gl renderer: Fix indentation mishap
|
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
|
075e6ac266
|
gl renderer: Fix shadow nodes if the child is a container
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
18e7d777a2
|
gl renderer: Move declarations to the beginning of the block
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
e9be72a73e
|
gl renderer: Fix use of uninitialized values
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
49c7cf36e4
|
gl renderer: Fix inset and outset shadows in hidpi
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
b03f08960b
|
gl renderer: Fix cairo node surface size in hidpi
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
d9e135dcb5
|
gl renderer: Fix rounded clips in hidpi
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
3411e648b4
|
gl renderer: Handle borders in hidpi better
|
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
|
703c4cf003
|
gl renderer: Ignore render ops before we have a valid program
|
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
|
a59f380d31
|
gl renderer: Use one function per node-type
So a profiler can actually tell me what's slow and not just point at
_add_render_ops in all cases.
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
ab53ee7377
|
gl renderer: Don't render opacity nodes offscreen
We already drag a u_alpha uniform around in every shader, so use that
one.
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
476450b93e
|
gl renderer: Ignore shadow color matrix nodes...
... if the color matrix nodes don't touch the child alpha.
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
98ba28b5d7
|
gl renderer: Add a helper function
We'll use this for the common case of a color matrix node inside a
shadow node.
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
49785974cf
|
gl renderer: Don't zero initialize render ops GArray
|
2017-12-21 19:12:32 +01:00 |
|
Timm Bäder
|
39a241b763
|
gl renderer: Sort border sides by color
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
c9af94f6db
|
gl renderer: Keep track of border program state
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
f978bf057f
|
gl renderer: Avoid using a new modelview for shadow nodes
We can just move the vertex data directly.
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
7ad8f211c6
|
gl renderer: Default to GL_LINEAR scaling filters
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
9479bb6bfc
|
gl renderer: Keep track of color matrix op state
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
a0e033b2cd
|
gl renderer: Define debug structs inline
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
5d0c279351
|
gl renderer: Add more detailed render op output
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
7831d9a463
|
gl renderer: Only draw blurred shadow nodes once
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
bb69d64a0f
|
gl renderer: Rename a macro
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
8463040ad1
|
gl renderer: Fix debugging output
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
3b7cfd068b
|
gl renderer: Implement simple border nodes
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
8089cde977
|
gl renderer: Don't render unblurred text shadows to a texture
We can do the same thing by simply drawing the text in the given shadow
color.
|
2017-12-21 19:12:31 +01:00 |
|
Timm Bäder
|
d5a759652f
|
gl renderer: Split out text rendering function
We'll use that for text shadow 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
|
c524ac7bb5
|
gl renderer: Split out a utility function
|
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 |
|