Commit Graph

17 Commits

Author SHA1 Message Date
Matthias Clasen
44fe51247c gsk: Change the blur op api
Pass the ccs, opacity and GdkColor to the op to let it make
decisions about color conversion.

Update the callers.
2024-08-09 20:09:31 -04:00
Benjamin Otte
126d689086 gpu: Rename function
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
2024-08-03 20:59:40 -04:00
Benjamin Otte
1b2156493b gpu: Remove descriptors
They are no longer a thing with the new way we manage textures.
2024-07-22 19:40:24 +02:00
Benjamin Otte
7b76170f46 gpu: Flip the big switch
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: #6564
Fixes: #6574
Fixes: #6654
2024-07-22 19:40:14 +02:00
Benjamin Otte
dc9f0869b1 gpu: Pass used images to shader ops
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).
2024-07-22 18:37:07 +02:00
Benjamin Otte
ea6253c1df gpu: Add a member in ShaderOpClass for number of textures
This just puts the number from the header into a strcut where it can be
accessed.
2024-07-22 18:37:07 +02:00
Benjamin Otte
68baa93460 gpu: Use GskGpuShaderImage for blur ops 2024-07-22 18:37:07 +02:00
Benjamin Otte
a14efce914 gpu: Make blur op obey ccs 2024-07-11 14:57:20 +02:00
Benjamin Otte
6c5ae48a05 gpu: Pass color states as specialization constant
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.
2024-07-11 14:57:20 +02:00
Benjamin Otte
153b78e2bc gpu: Add a ShaderOp.print_instance vfunc
... and add gsk_shader_op_print() to do the generic stuff.
2024-03-15 19:49:17 +01:00
Benjamin Otte
6ed4eece04 gpu: debug-print the used shader clip
When using GSK_DEBUG=verbose, print the clip mode used in the shader.

Use cute little unicode indicators to not overload the debug output.
2024-02-11 20:04:54 +01:00
Benjamin Otte
88bed27f85 blurop: Print the blur radius 2024-02-04 21:57:13 +01:00
Benjamin Otte
1723ab34e1 gpu: Setup attribute locations
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.
2024-01-07 07:22:53 +01:00
Benjamin Otte
d11886e7ac gpu: Use variations in the blur shader
Have one variation for colorizing to a shadow color and another
variation that just blurs.
2024-01-07 07:22:53 +01:00
Benjamin Otte
d900407a18 gpu: Introduce the concept of "variation"
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.
2024-01-07 07:22:53 +01:00
Benjamin Otte
53821da4d6 gpu: Refactor image handling
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.
2024-01-07 07:22:50 +01:00
Benjamin Otte
23c1ec07e7 gpu: Implement shadow nodes 2024-01-07 07:22:50 +01:00