Commit Graph

18 Commits

Author SHA1 Message Date
Benjamin Otte
310ab7b531 Remove G_ENABLE_DEBUG around debug checks
It started out as busywork, but it does many separate things. If I could
start over, I'd take them apart into multiple commits:

1. Remove G_ENABLE_DEBUG around GDK_DEBUG_*() calls
   This is not needed at all, the calls themselves take care of it.

2. Remove G_ENABLE_DEBUG around profiling code
   This now enables profiling support in release builds.

3. Stop poking _gdk_debug_flags and use GDK_DEBUG_CHECK()
   This was old code that was never updated.

4. Make !G_ENABLE_DEBUG turn off GDK_DEBUG_CHECK()
   The code used to
     #define GDK_DEBUG_CHECK(...) false
     #define GDK_DEBUG(...)
   which would compile away all the code inside those macros. This
   means a lot of variable definitions and debug utility functions
   would suddenly no longer be used and cause compiler errors.
2023-11-05 11:16:23 +01:00
Matthias Clasen
b12d31d189 Fix spelling errors
These were pointed out by codespell.
2022-11-17 22:49:45 -05:00
Matthias Clasen
a4c6517d06 glshader: Add preconditions
Add preconditions to many of the glshader
uniform apis.
2022-07-15 15:47:11 -04:00
Sophie Herold
a546ae32d7 Remove all nicks and blurbs from param specs
Those property features don't seem to be in use anywhere.
They are redundant since the docs cover the same information
and more. They also created unnecessary translation work.

Closes #4904
2022-05-11 18:16:29 +02:00
Matthias Clasen
bddf9f9ca3 docs: Cosmetics
Do a round of "the the" removal.
2021-10-18 08:35:54 -04:00
Matthias Clasen
144f727d5a Rename ngl to gl
We have only one gl renderer now, and it is
a bit odd for it not be called gl.
2021-10-07 13:05:53 -04:00
Matthias Clasen
e9e373913e gsk: Drop the gl renderer
ngl supports all the same platforms as gl
now, and has seen more improvements in the
last cycle.
2021-08-20 22:58:30 -04:00
Matthias Clasen
2d266d107b gsk: Clean up docs syntax
Replace leftover gtk-doc syntax (#Type) with backquotes.
2021-05-22 17:25:26 -04:00
Matthias Clasen
4a0d3d7acc docs: Reduce redundancy
Remove a boatload of "or %NULL" from nullable parameters
and return values. gi-docgen generates suitable text from
the annotation that we don't need to duplicate.

This adds a few missing nullable annotations too.
2021-05-20 20:45:06 -04:00
Matthias Clasen
22b375534e glshader: Add property annotations
Connect properties, getters, and setters with annotations
2021-03-11 16:37:32 +00:00
Matthias Clasen
ca3120919f docs: Improve gsk docs
Convert link formats, add summaries, and make
a few missing things show up in the docs.
2021-03-11 16:37:31 +00:00
Christian Hergert
2a38cecd33 gsk: add OpenGL based GskNglRenderer
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.

Reordering

This renderer will reorder batches by render target to reduce the number
of times render targets are changed.

In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.

Uniform Snapshots

To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.

Some care was taken as it can be performance sensitive.

Attachment Snapshots

Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.

Render Jobs

To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.

Command Queue

Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.

Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.

This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.

GLSL Programs

This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.

Driver

The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.

Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
2021-02-23 14:41:52 -08:00
Matthias Clasen
ec21d354b9 gsk: doc fixups 2020-11-30 09:21:24 -05:00
Matthias Clasen
9a29487e25 gsk: Fix a doc oversight 2020-11-17 07:34:52 -05:00
Matthias Clasen
57c95937b1 gsk: Fix some docs oversights
These apis have been renamed a few times, and the docs
haven't kept up.
2020-11-16 07:44:41 -05:00
Timm Bäder
07fb33c033 gl renderer: Fix private function name
It's a GskGLRenderer, not a GskGLRender
2020-10-14 15:06:12 -04:00
Matthias Clasen
00c6340777 gsk: Add some more shader docs
Do a pass over the docs and address minor inconsistencies,
cosmetics and formatting differences.

Mention GSK_DEBUG=shaders.
2020-09-29 14:44:31 -04:00
Alexander Larsson
7ea755e206 Add GskGLShaderNode and GskGLShader
A GskGLShader is an abstraction of a GLSL fragment shader that
can produce pixel values given inputs:
 * N (currently max 4) textures
 * Current arguments for the shader uniform
Uniform types are: float,(u)int,bool,vec234)
There is also a builder for the uniform arguments which are
passed around as immutable GBytes in the built form.

A GskGLShaderNode is a render node that renders a GskGLShader inside a
specified rectangular bounds. It renders its child nodes as textures
and passes those as texture arguments to the shader. You also pass it
a uniform arguments object.
2020-09-29 09:51:16 +02:00