Commit Graph

439 Commits

Author SHA1 Message Date
Matthias Clasen
ca7c148687 gsk: Apply scale factor for fallback rendering
This fixes blurry text and icons whenever we apply shadows
in a hidpi window. Shadow nodes are the last ones that we
still use fallback for, and this was causing us to render
the text blurry.
2017-10-28 14:38:49 -04:00
Matthias Clasen
439e1054c4 Triival cleanup
No need to go to the window, we store a copy of the scale factor
in the render pass object.
2017-10-28 14:38:21 -04:00
Matthias Clasen
a0bbd14325 gsk: Scale glyphs in the glyph cache
Pass a scale factor when caching glyphs or looking them
up in the cache. The glyphs in the cache are rendered
with subpixel precision determined by the scale. Update
all callers to pass a scale factor according to the window
scale. This lets us render crisp glyphs on hidpi systems.
2017-10-28 13:13:31 -04:00
Matthias Clasen
dc0570cc17 gsk: Drop the GskRenderer::scale-factor property
This is can always be obtained from the window that is already
associated with the renderer, no need to maintain a separate
property for it.
2017-10-28 11:49:39 -04:00
Matthias Clasen
ea91ab1d99 gsk: Make text nodes more compact
The copy of the PangoGlyphString we do here was showing up
in some profiles. To avoid it, allocate the PangoGlyphInfo array
as part of the node itself. Update all callers to deal with
the slight api change required for this.
2017-10-27 17:13:40 -04:00
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
Emmanuele Bassi
dd4c800542 Remove unnecessary const
We return a scalar value, so we don't need it to be constant.

https://bugzilla.gnome.org/show_bug.cgi?id=789351
2017-10-23 15:23:09 +01:00
Matthias Clasen
9e78fbaac4 Fix compiler warnings
I overlooked these when I recently did the render node api changes.
2017-10-21 15:17:36 +02:00
Matthias Clasen
e474e9e274 Remove some outdated information
Render nodes don't have transformations, currently.
Only transform nodes do.
2017-10-20 13:54:01 +02:00
Matthias Clasen
b76c5abb57 Tweak transform node apis
Rename the getter to follow the peek naming scheme.

Update all callers.
2017-10-20 13:54:01 +02:00
Matthias Clasen
04f6b26205 gsk: Tweak text node apis
Rename getters to follow the peek naming pattern.

Update all callers.
2017-10-20 13:54:01 +02:00
Matthias Clasen
243bd4f0c8 gsk: Tweak cairo node apis
Rename the surface getter to peek, following other render
node getters, and make the surface-based constructor private,
since it is not something we want to encourage.

Update all callers.
2017-10-20 13:54:01 +02:00
Matthias Clasen
eee89587c3 Make render node getter public
Keeping these private does not really buy us anything.
2017-10-20 13:54:01 +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
Timm Bäder
af734c4007 rendernode: Don't leak mem_surface 2017-10-10 09:49:35 +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
090ec2e56f Revise coordinate handling for blend nodes
This is the same change that was applied to cross-fade
nodes.
2017-10-08 20:06:33 -04:00
Matthias Clasen
5280a2c874 Revise the coordinate handling one more time
This makes the new reftests pass and hopefully does not
break other things.
2017-10-08 19:21:52 -04:00
Matthias Clasen
9a9aec05c0 vulkan: Fix cross-fade node coordinates
This is the same fix as was just committed for blendmode nodes.
2017-10-08 11:31:55 -04:00
Matthias Clasen
4d7b8f5a66 vulkan: Fix blendmode coordinate handling
We were node handling coordinates correctly when dealing
with differently sized child nodes in a blendmode node.
This was showing up in the gtk4-demo css blendmode example,
for blendmodes other than normal.
2017-10-08 09:02:35 -04:00
Matthias Clasen
fe6e80fdde vulkan: Fix repeat node coordinates
We were not treating non-trivial child bounds right at all.
This was visible in the css blendmode cmyk example in gtk4-demo,
for the normal blendmode.
2017-10-08 09:02:35 -04:00
Umang Jain
a933c7c4bd gsk: Move gsk_cairo_node_new_for_surface into public API
https://bugzilla.gnome.org/show_bug.cgi?id=788534
2017-10-08 18:22:34 +05:30
Umang Jain
74f8fc80d3 gsk: Fix serialization of cairo node
https://bugzilla.gnome.org/show_bug.cgi?id=788534
2017-10-08 18:22:34 +05:30
Matthias Clasen
b9b03cf570 gskrenderer: Make the window property not construct
We never set this, since it is assigned as a side-effect
of realizing the renderer. Make this a plain readonly property.
2017-10-06 19:29:42 -04:00
Benjamin Otte
43c212ac28 build: Enable -Wswitch-enum and -Wswitch-default
This patch makes that work using 1 of 2 options:

1. Add all missing enums to the switch statement
  or
2. Cast the switch argument to a uint to avoid having to do that (mostly
   for GdkEventType).

I even found a bug while doing that: clearing a GtkImage with a surface
did not notify thae surface property.

The reason for enabling this flag even though it is tedious at times is
that it is very useful when adding values to an enum, because it makes
GTK immediately warn about all the switch statements where this enum is
relevant.
And I expect changes to enums to be frequent during the GTK4 development
cycle.
2017-10-06 21:23:39 +02:00
Benjamin Otte
c1e9869329 build: Don't turn off critical warnings
-Wint-conversion is important because it checks casts from ints to
pointers.

-Wdiscarded-qualifiers is important to catch cases where we don't
strings when we should.
2017-10-06 16:03:08 +02:00
Matthias Clasen
3aaea0ef40 Clip intermediate textures
In some cases, we were creating gigantic intermediate textures
only to clip out a small section afterwards (e.g. in the listbox
example in gtk4-demo). This is wasteful if we apply effects on
the texture, such as blur or color-matrix. So, clip the dimensions
of the intermediate texture with the current clip. To make this
feasible, we move the texture coordinate computation out of the
pipeline setup functions into the node_as_texture function where
this clipping happens.

One extra complication we encounter is that the node might get
clipped away completely. Since Vulkan does not allow to create
empty images, we bail out in this case and not draw anything.

With these changes, the listbox example in gtk4-demo goes from
32M pixels of intermediate texture to 320000.
2017-10-01 19:22:04 -04:00
Matthias Clasen
4e33be124d Add a forgotten rename
When I renamed blend to texture, I overlooked that the color
text pipeline also uses this shader. Fix it.
2017-09-30 17:58:23 -04:00
Matthias Clasen
50bea37320 Reshuffle things a little bit
Instead of having a function with lots of arguments in
GskVulkanRender that we call from GskVulkanRenderPass which
then just calls back into GskVulkanRenderPass, just create
the new render pass object locally, and an api to add it
to the list that GskVulkanRender keeps. This makes it
a lot easier to preserve all the relevant parameters from
the parent render pass.
2017-09-30 17:58:23 -04:00
Matthias Clasen
983e0b7956 Small simplification
Just keep the viewport as a graphene_rect_t, we don't need
to use the Vulkan type here.
2017-09-30 17:58:23 -04:00
Matthias Clasen
4c29102753 vulkan: Add a counter for intermediate textures
Count how many pixels of intermediate textures we create.
If we can count it, we can optimize it.
2017-09-30 17:58:23 -04:00
Matthias Clasen
3a37440be6 Cosmetics
Factor out a helper function.
2017-09-30 17:58:23 -04:00
Matthias Clasen
52afccb6a3 Fix a doc comment
It was missing a return.
2017-09-30 17:58:23 -04:00
Matthias Clasen
836e18cc96 Support repeat nodes in vulkan
We can use the texture pipeline for this, with a repeating sampler.
2017-09-29 23:08:14 -04:00
Matthias Clasen
31d8fe3a6a vulkan: Add a repeating sampler
None of the render ops use it, yet.
2017-09-29 23:08:14 -04:00
Matthias Clasen
e382f956f3 vulkan: Move sampler creation down
This is in preparation of allowing multiple samplers.
2017-09-29 23:08:14 -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
538e7c7982 vulkan: Allow to control scaling in the blend pipeline
Pass in a second rect that defines the size of the texture.
Update the sole caller to pass in the same rect, for unchanged
behavior.
2017-09-29 22:12:25 -04:00
Matthias Clasen
e91051a562 vulkan: Fix setup for dependent render passes
We were not correctly preserving the modelview transform.
2017-09-29 15:58:16 -04:00
Matthias Clasen
9e2e6c1115 gsk: Fix a typo
Repeating linear gradient nodes share most of the implementation
with linear gradient nodes, but they shouldn't share the class name.
2017-09-28 21:06:52 -04:00
Matthias Clasen
e45ab76664 gsk: remove gsk_blend_node_get_blend_mode from public api
We don't have any other such getters in the public api at
this point, so leave this one out as well.
2017-09-28 19:39:16 -04:00
Matthias Clasen
535529ca98 vulkan: Measure gpu time
Since this value is only meaningful if we wait for the rendering
to end, we only keep this timer if GSK_RENDERING_MODE=sync is
enabled.
2017-09-28 10:29:16 -04:00
Matthias Clasen
72d043d51f gsk: Change the profiler setup
Move away from the idea of intra-frame sampling, since we only
push samples once per frame, anyway. Instead, make the profiler
keep a rolling average of the last n frames.
2017-09-28 10:26:01 -04:00
Matthias Clasen
767966933d gsk: Redo the sampling in the profiler
Reset the min/max/average counters before calculating,
and only print the values if we have samples. In addition,
print the number of samples.
2017-09-28 10:25:49 -04:00
Matthias Clasen
4d8e7d71ca gsk: Add a profile counter for vulkan render passes
This is interesting now that we have multiple render passes.
2017-09-28 08:39:22 -04:00
Matthias Clasen
d61a715909 vulkan: Implement multiple render passes
Whenever we need a node as a texture, we now start a new render
pass that renders the node into a new intermediate texture, and
set up a semaphore to make the current render pass wait for it.

As part of this reorganization, much of the setup and drawing
code moved from gskvulkanrender.c to gskvulkanrenderpass.c.
2017-09-28 08:39:22 -04:00
Matthias Clasen
cbf897ab22 Add an api to get the vertex data for a render pass 2017-09-28 08:39:22 -04:00
Matthias Clasen
85e4e0672a Add semaphores to the command buffer submit api
Allow to pass in semaphores to wait for before executing
and to signal after executing the command buffer. This
just exposes the capabilities of the underlying Vulkan
api. Update all callers to pass no semaphores, for now.

We will use this in the future.
2017-09-28 08:39:22 -04:00
Matthias Clasen
ff188f6bf0 Add an api to create intermediate textures
The new function creates a vulkan image that is suitable for
use as a framebuffer to render to and as a texture to read from.
2017-09-28 08:39:22 -04:00